Beam Particle lagging behind character

Hi there, I have a beam particle that I attach to my player hand socket to fire a beam. It works fine and looks good, however, when I move my character while firing the beam, it lags behind like its trying to catch up. If I stop moving, it’s back to where it’s supposed to be. As part of that particle system, I also have a mesh particle that follows along with no issues. How would I make the beam lock to my hand so that movement does not cause it to lag behind? Any tips are appreciated :slight_smile:

Try this in the actor the emitter is attached to:

250505-untitled.png

Still no luck. In the particle system, there is a meshdata emitter which acts as the muzzle flare while the beam is firing. It stays in place no problem, but the beam itself lags behind. The beam and the mesh data are in the same particle system, just different emitters.

No dice, eh. I wonder if that was the reason I opted for splines to do my beam. Can’t recall.

So this is an emitter attached to a socket? What’s the setup?

I have the emitter in my player pawn bp attached to the hand socket. The beam emitter is set to target and the target is updated based on a line trace from the hand. I active and deactive it based on a button press.

Updated to 4.20, and started to learn Niagara. The issue is not present when using a Niagara ribbon for the beam.

That is actually good to know. Thanks for the update!

Need to find time for Niagara. Looks a bit more intuitive than cascade.

I solved the problem.
The particle must be parented to a SpringArm.
The SpringArm has the following settings:
TargetArmLength: 0
DoCollosionTest: False
CameraSettings->
Inherit Pitch, yaw, roll: False
100% no lagging.