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Activate multiple particle systems nested in BP

Hello! I have an actor that consists of few Particle Systems that work together to create an effect. For convenience they are separated in three systems, and I want them to play after I press a key. I'm trying to do it like that in actor's BP: http://take.ms/2AWZV But it doesn't work. Could anyone please point out what am I doing wrong?

Product Version: UE 4.17
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asked Dec 01 '17 at 09:24 AM in Blueprint Scripting

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Hello ErdTod,

A particle effect added to a blueprint is, by default, set to auto-activate. You have to select the component, and change it NOT auto-activate in the Details panel. As long as you set it up the same way in the example you linked, this is most likely the issue.

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answered Dec 01 '17 at 05:02 PM

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avatar image ErdTod Dec 06 '17 at 04:57 PM

Unfortunately, that didn't help!

avatar image Ratatat_RandyTTV Dec 06 '17 at 05:46 PM

Did you bind the E key as an input in the Project Settings?

avatar image Ratatat_RandyTTV Dec 06 '17 at 05:48 PM

I can't see the rest of your blueprint, but I'm going to assume you haven't enabled input either.

You'll want to Enable Input for the Player Controller. I usually do this when in a trigger box but you can do it from BeginPlay for testing purposes.

avatar image ErdTod Dec 07 '17 at 10:49 AM

Yes, that worked! I've added this and the input started to fire! Thanks a lot! Enable input BP

It is still a mystery for why my other blueprint was working without that with almost same setup: http://take.ms/yLvbXU - but probably the answer is somewhere, where my newbie-knowledge of the Engine doesn't reach.

avatar image ErdTod Dec 07 '17 at 01:54 PM

Ahh, there is an option on an actor to auto-receive input from player 0 (1, 2, 3 ... etc), and that was the difference! Need to have that on in order to get the input nodes to fire!

avatar image Ratatat_RandyTTV Dec 07 '17 at 04:38 PM

Awesome! Just remember that if you use the Enable Input, like in a trigger, you'll want to use the Disable Input when you leave the trigger so that specific event doesn't keep looking for a key-down. Good luck on your project!

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