Attack fx to actor w/ physics onject as root - no spin

Hi guys. I have melted my brain over this problem. I’m praying you guys can help.

I have a bouncy ball BP. The root is its collision sphere, with physics enabled.

I need to make a speed streak fx trail behind the ball, based on its trajectory (velocity).

But i need this streak fx to not spinn with the ball. But i don’t know what to attach it to since the root itself spins.

AFAIK i need to have the root component simulating physics. So what do I do?

How can I make the fx not spin with the ball? Is it possible to set it so its in world space, not the space of the BP? Or any other method?

I Would be eternally grateful if somebody could help me out here.

Thanks guys

1 Like

Yes, this is a common setup issue.

Keep the collision sphere as the physics root, but don’t attach the FX to it. Create a separate scene component or arrow component that does not inherit rotation, update its world location every tick to match the ball, and drive the FX direction from the ball’s velocity. Also make sure the Niagara or particle system is set to world space so it ignores the ball’s spin. This way the ball can rotate freely while the trail stays aligned to movement only.

1 Like

Thank you for the reply!

How do I add a component that is not attached to the root? Does it have to be in the bottom of the components list below that dividing line? I’m not sure how to do that.

Can you let me know?

Thanks again!

(post deleted by author)