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Niagara: Skeletal mesh particles suffer an offset when local space is activated

I want to make particles to spawn in a skeletal mesh surface. I used Sample Skeletal Mesh Surface for it, and works nice. But now I want that particles to follow the original mesh. In order to do that, I activated "local space" but when I activate it, particles suffer a displacement, like an offset.

And I don't know how to solve it.

Is this a bug or I am doing something wrong?

The particle system is attached to the skeletal mesh.

Product Version: UE 4.21
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asked Feb 27 '19 at 11:19 AM in Rendering

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avatar image ianoreo Apr 02 '19 at 12:36 AM

I've been experiencing an issue very similar to this. Particularly, particles attached to something are offset dramatically when "Local Space" is checked. Did you find a solution?

avatar image Cucharón Apr 02 '19 at 08:28 AM

Not still :-/. I asked in the forum and also there no one has an answer. I even reported the bug. No answer.

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You can sample skeletal mesh in the particle update instead of in spawn module, works for me with local space disabled.

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answered Apr 20 '19 at 01:08 PM

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avatar image Cucharón Apr 22 '19 at 11:15 AM

Thank you. It's a good idea. My problem is that I used it as origin and then I applied a curl force to move the particles. Now I used your idea appling an offset. Instead of particles flying away now they look like a an explosion. Uglier but at least it works.

avatar image laggyluk Apr 23 '19 at 07:11 AM

Yeah, for me main problem with mesh sampling is that it's random and non deterministic. Trying to figure out a way around that.

avatar image Cucharón Apr 24 '19 at 01:26 PM

In the 4.22 there is a determinism option in the emitter properties. Have you tested if it affects to the mesh sampling?

avatar image laggyluk Apr 24 '19 at 03:41 PM

I've tested that, It doesn't affect mesh sampling.

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