Particle system's location is wrong if parent moves fast.
Hello everyone. I got an issue about particle system. Actually it may not be because of particle system but because of WheeledVehicle class.(See video for 'why')
My particle is a simple backfire for car exhaust. In the video you can see, when car doesn't move, particle becomes visible where it should be. But when move faster forwards/backwards, particle location is not where it should be. I don't spawn any particle in runtime. I just create them on construct and use Visible/Hide for particles in runtime.
Interesting thing is, vehicle's debug explains a lot imo.
Note: My particle doesn't have any velocity variable if you want to ask.
Video explains my problem better: https://www.youtube.com/watch?v=KQnEMoj1F40
And I uploaded my particle file for testing purposes: https://ufile.io/d6erx
Edit: I changed particle file to be loop:false and use Activate(bReset = true) function when TriggerBackFires function called in runtime. (Instead of using visible/hide functions with loop:true particle) And the result is same.
asked Jan 23 '19 at 09:00 AM in Rendering
I had a similar issue with Cascade emitter (and I tried using a cable component instead with the same result), and it was a bit lagging behind the parent mesh as well. I posted the question here, but I got no answers, unfortunately.
The only possible cause for the issue that I could think of is that the particle system is one tick behind everything else, but idk if that's right.
Is your particle system coordinate is set to local? If not, try it, might fix the issue.
And is it Cascade? You can try Niagara instead, the effect is fairly simple.
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