Cascade issue - Emitter Initial Location Module

When spawning particles off of a parent particle, everything works fine. However if there is ever a time when I am emitting no parent particles, the child particles emit anyways at the root of the particle actor. Am I missing something or is this a bug?

https://vimeo.com/137546722

The link to my file (also note I’ve repeated my process in 4.7.6 and 4.8.3 with the same issue): https://drive.google.com/folderview?id=0B06WV4J3IPjIflhCdkVsWENtYkxEWmxQSVJrNkljbnZYdTVBeDFFS21BYWt2T1RNLXZOLVk&usp=sharing

Hopefully I’m doing something wrong, in which case somebody tap me on the shoulder and let me know what I can do to fix this :slight_smile: Thanks guys!

Hi threedsnack -

This behavior is expected with Emitter Initial Location. When the particle does not have an emitter to derive location from it will default to the emitter origin. If you up your spawn rate of the blueP emitter to 2 from 1 then you will see that the Red Squares never return to origin. OR, you can adjust the spawn rate of the Red Square to 2 and they will match.

Thank You

Eric Ketchum

Awesome, thanks Eric. I’ll give that a go :). You guys should have a community wiki where users can add this type of stuff. The documentation is awesome but you guys can only do so much :slight_smile:

With the child and parent spawn rate matching it does stop the particles from spawning at the origin, but drastically changes the resulting effect. I basically need the same exact effect visually, just without the particles at the origin, which is proving rather difficult.

This is what I get when I change the spawn rates to 1 (only 1 particle spawns per second. Increasing this to 2+ gives me 2+ blue particles and red particles in numbers to match, but I need 1 blue and 6 red coming off of it, and they need to completely die before it cycles again, as shown in the vimeo link here: https://vimeo.com/137546722 ):

the file with altered spawn rate: https://drive.google.com/folderview?id=0B06WV4J3IPjIfjNGUmRFXzZSbXJ0bEhBTzlTSnFIbUdYM3ZBQnFrUWZMdUNjX2xCaXBROVE&usp=sharing

Thanks again Eric for your time! I really appreciate any help anybody can give me.

Hi threedsnack -

Ok so this took a little trial and error to get the look you are after, but you will want to adjust the Red Square spawn Rate to a Constant 12 with the Blue Square spawn Rate to a Constant 2. Finally change the emitter duration of the blueP to 0.5. This should duplicate the effect without giving the Red Squares a chance to return to the Emitter Origin.

Thank You

Eric Ketchum

Awesome, thanks again Eric! Yes playing with emitter duration is what I should have been playing with :D. I’ve also found that changing from spawn rate of 1 to burst of 1, and setting looping to 1, with the red particle emitter duration to match blue particles life gave me exactly what I needed. Defenitely tricky stuff! I’m looking forward to seeing what Niagara brings to the table to make this a bit easier :smiley:

I found a Answer on reddit from guitarguy109 that worked for me with burst settings. The trick is in the order of the modules. I had my module with EmitterInitialLocation on the left and the source on the right and had to fudge with the timings to get it to work as stated above. The better way is to swap the position of the modules. Source on the Left, EmitterInitialLocation on the Right! BAM!