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Why do my particles stay after the emitter moves?

So if I wanted to create something like a torch, I'd have a problem: using the default fire particle system, "spawns" a flame at a given time, and that flame obviously stays there.

Now, if my character moves, there will be flames floating in the air. I haven't really studied particles at all in unreal, and I know there are plenty of tutorials on the subject, but is there a quick fix for the problem I'm facing at the moment?

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asked Jul 11 '14 at 09:58 PM in Using UE4

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avatar image rodstone Aug 15 '14 at 04:22 AM

can I tack on a question? if I put a smoke emitter on a pawn the smoke moves with the pawn?

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2 answers: sort voted first

Just do this: enable "Use Local Space" under Required -> Emitter of the Particle Effect

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answered Jul 11 '14 at 10:58 PM

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avatar image samnater Sep 10 '16 at 11:07 PM

Advice from 2 years ago still being put to use!

avatar image JMaestro Aug 26 '17 at 10:45 AM

And another year after that! XD spend a whole day trying to figure this out, and this thread saved me from going nuts so thank you!

avatar image Kausemus Feb 18 '18 at 03:46 AM

Post still useful in 2018. Thanks! :D

avatar image Sku11face Feb 01 '19 at 01:53 AM

Relevant in 2019! :D

avatar image Shrooblord Feb 15 '19 at 12:52 AM

Absolutely. I had a great sprite particle that was following my moving mesh doggishly, but a nasty little light particle that would just stick in one place. +1 for an easy, quick fix!

avatar image HT Aidn Oct 27 '18 at 09:20 PM

Works! ...still useful Oct 2018 - thx!

avatar image zgzg2020 Apr 22 '19 at 10:33 AM

Thank for the helpful post!!!

avatar image robinwoodcg Apr 29 '19 at 12:23 PM

I want something just like this~~~

avatar image BurtFMan Jun 08 '19 at 01:01 AM

This is the answer that keeps on giving. Thanks, helped me after hours of messing around.

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I would just attach the particle to the torch that is probably attached to the player. As a component in the class BP either that or group it with the torch.

If you need it to be on and off you could uncheck the auto activate in the class BP editor when toying with the particle system. Then in the graph get the particle component drag a wire and type Activate at your choosing

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answered Jul 12 '14 at 12:16 AM

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