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How to prevent UParticleSystemComponent from deletion upon Deactivate?

I have a particle System that is supposed to emit particles if certain conditions hold and should do nothing otherwise. The conditions may change arbitrarily. Rather than spawning a new emitter everytime, I try to activate and deactivate the UParticleSystemComponent on demand, but I constantly run into "read access violation" errors. When I check the UParticleSystemComponent in the VS debugger, it still seems to be there, therefore I assume it is actually deleted. How can I prevent this deletion upon deactivate?

If I don't deactivate the particles systems and just have them spawn constantly, I don't get the issues.

Product Version: UE 4.21
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asked Jan 16 '19 at 12:25 PM in C++ Programming

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Maybe you need to deactivate the system's emitter(s) and not the system itself? You try can using UParticleSystemComponent::SetEmitterEnable for that.

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answered Jan 16 '19 at 06:01 PM

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