Fade out Particle Emitter Spawn Rate via Blueprint
Hi there, I'm not getting some fundamental aspect of assigning values to Particle Emitters (and probably other objects, too). I've created a pretty nice looking particle system that activates and positions itself when the left mouse button is pressed. When Released, I used to just destroy the emitter and, while that was OK, I'd prefer to have the particles fade out prior to destroying the emitter. I've created a timeline that nicely fades from 40 to 0 when the LMB is released in .5 seconds -- I added a print function to confirm at one point -- but I'm not getting how to apply that value to the particle's spawn rate or instanced parameter. Any suggestions are greatly appreciated.
asked Aug 30 '14 at 05:58 AM in Blueprint Scripting
There are a couple of steps that need to be taken:
Firstly, you need to set the spawn rate scale in cascade to a float parameter. (Specifically, distributionFloatParticleParameter). Then, in your blueprint, you need to use "Set Float Parameter" for the particle system, and pass in the name of the parameter defined in cascade. See attached for details.
answered Aug 30 '14 at 10:36 AM
Follow this question
Once you sign in you will be able to subscribe for any updates here