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Ribbon Particle trail for character scarf?

Howdy. I I have made a simple material with a panning texture with opacity that i have set to a ribbon particle emitting from a characters head. The 'scarf' must blow somewhat erratically when character is still and act as a movement trail for when the character moves, so far it works pretty good when i add it to a socket in the head. However i am having an issue On both the first and last segments of the ribbon trail as the pop into/out of existence. I cant seem to find a way to Link the most recent particle to the origin. Perhaps im wrong here, shouldn't use particles for this and i should have a series of points on a spline that i keep a set distance from each other or some kind of shader? alt text Any feedback would be appreciated

Product Version: UE 4.18
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asked Nov 30 '17 at 07:44 AM in Rendering

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I've experienced the exact same problem and managed to resolve it by increasing both the Unit scalar and Spawn per unit constant in the Spawn PerUnit module.

For example, if I had Unit scalar 100 Spawn per unit 1

I would increase it to Unit scalar 1000 Spawn per unit 10

I imagine that this happens when the velocity of the source exceeds the unit scalar somehow, and this segments it correctly.

(However, I'm experiencing a different issue where the first segment overlaps the second one and everything else looks fine. It seems the ribbons are kind of broken for fast-moving sources. You'll probably have to find a way to mask these things somehow.)

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answered Dec 15 '17 at 06:03 PM

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