Ribbon issue with bursts

Hi all,

I got a weird behaviour with ribbons following particles emitted in a burst.
Basically, when the source particle dies, the ribbon is not destroyed (despite the option in the Ribbon Data module checked on…), instead the ribbon goes back to the origin of the emitter in a single frame and restarts its lifetime.

Here is an image

So I investigated a bit and I now got thoughts. For me, when the burst emits for the second time, it reuses the particles previously killed. So, the trail follows and comes back to the origin of the emission.
This sounds like something a particle system would do for optimisation.

To reproduce that, it’s incredibly easy. I followed the [Unreal beginner tutorial on ribbons][2] and I just changed the emission to a single burst of 30 particles. That’s all. It starts freaking out at this point.

Anyone got a fix/tweak/workaround for this?

Thank you very much

Modules Configurations

Ribbon Data module

Ribbons Spawn module

Sparks Spawn module

Ribbons Source module

Emitters

Hi!
Have you solved your issue?
I had similar problem and i found some fix. I had different loops in my emitter (Sourse and trail), so i made it 1 and 1 (you may use 0 and 0), and i have had fix.

254112-untitled-2.jpg

Hi! Thanks for your proposition! I’ve made many ribbon particle systems since I posted that and with every single one of them, I’ve had this issue. Indeed if the loop is set to 1 on both, it doesn’t do this glitch, which is an hint! But as soon as I set both at 0, it does that…

Mine is doing the opposite. When both set to 0 it works fine. Both set to 1 it would snap to origin. I wonder if it’s because of bursting particles.

Problem might be caused by “max trail count” in ribbon emitter (ribbon type data module) being lower than burst particle count in source emitter. So if you bursting 50 particles, max trail count should be at least 50.