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Attaching a particle system to an animation ignores local space set in cascade when spawning.

Hi All,

I am currently trying to attach particle systems (balls of electricity) to an animation of a spinning beam. Here is what I have so far.

  • Spinning beam animation (spins 360 degrees)
  • Beam has a socket at either end
  • Use a ‘notify anim’ to play particle effect
  • Attach the particle effect to one of the sockets
  • Press play to test

Result: The particle system attaches to the socket correctly, particles are spawned from that location. However particles themselves do not follow the socket, even though i have “Use Local Space” ticked in the system in cascade.

So what actually happens is my electricity particles remain at the place they spawned rather than sticking to the current position of the emitter in the animation.

Does anyone know how to fix this? do I need to set the local space status elsewhere in unreal in order for the particles to stick to the emitter location at all times?

Many thanks!