How do you attach a particle system to the camera?

Hello, i’m new to UE4, but i’m trying to find out if we can attach a particle system to the camera, so it’s always around us no matter where we go. I’ve looked up everywhere i could and seen many tutorials for attaching a mesh to the skeletal mesh of the character, but when i try this technic even when i create a socket i can’t find out how to show that socket on the socket selector of the mesh, well i mean the search function for the sockets doesn’t show anything.

Well at this point i don’t know if it possible to attach a particle system to the camera, and i don’t even succeed at connecting any mesh to anything. So if anybody can help me or tell me that i’m an idiot it would be awesome.

Thanks

You aren’t an idiot, man. This engine can be complicated to learn, so don’t be down on yourself.

This is pretty easy to do, though. In the Blueprint for your player character which has the camera you mentioned, go over to the Components panel and select “Add Component,” then type in “part” and “Particle System” should be the only thing that comes up. Select that, and give it a name for reference if you like. Then go over to the details panel, and in the Particles section you’ll see an empty box. Select that. All the available particle systems in your project will come up, though if you know a specific one you want type in its name to cut down your search time. Select it when you’ve found the right one. The particle system should now be animating on the character in the viewport. Lastly, go into the viewport and adjust the placement of the component, making sure your camera is in the middle of it more or less. Compile and save the Blueprint, then go back to your game world and hit play and test it out. If the look isn’t quite where you’d like, go back to the BP again and keep playing with the position of the particle system until it is, and just remember to re-save it. Should be good to go. Hope this helps!

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Welcome. I know I’ve struggled at times when people wouldn’t or couldn’t help me out so I’m happy to save others that same frustration when there is something I can do about it.

Thanks for the answer man, i’m going to test it right away.

Well ok it spawns at my spawn position, but what i’m trying to do is actually “bind” the particle system to the camera (because for this application i’m hidding the character meshes) in a way that the particle system stays with the camera when you move. That i can’t figure out how to do it, i’ve looked up for solutions but can’t man,age to get one working, can’t even get a parent socket for my particle system, even if i create a socket one of the character meshes.

Tell me if i’m not explaining myself clearly

I’m not sure I understand what the problem is exactly. Do you mean you want the particle system’s orientation to pivot with the camera when you turn?

Not necessarily for the orientation but i want the particle system to stay with the camera when i’m moving in the scene, i mean that if i move forward the particle system stays around me, right now when i start the scene, the particle system spawns where the camera spawns, but when i start moving the camera goes where i go but the particle system stays at the spawning point. So what i’m trying to do is attach the particle system to the camera in a way that the particle system sticks to the camera wherever it goes, wherever i move

In the Components panel, try clicking on the particle system component and dragging and dropping it over the camera where it’s listed in the same panel. See if that works.

It effectively says “attached” but doesn’t change anything. Stays at the spawning point. Can’t figure out why because technically it should stay attached when combined like this.

Found some ideas that could work, i’m going to try them and if it does i will post screenshots of it.

Ok so it does work, i added some nodes in the event graph of my character blueprint. Now it follows the camera, character, wherever i go.

Here’s a screenshot of the nodes.

And thanks for the helping hand lllDysphoriclll, really appreciated.