I tried using this graph on a beam emitter in cascade. It works perfectly fine on a static mesh. I can easily spawn a particle and control the panning of a texture in U or V at birth. But for some reason this will not work on a beam particle?
I believe this worked before because I recall hearing this technique was used for bullet tracers in Gears of War from an Unreal Tech talk session on Youtube.
Could you show me how you are setting up your Particle System in conjunction with this material?
I tested your material set up with a test beam particle I have, and it seems to work within the scope of which it is designed. I tested in 4.10.4 and not 4.9.2 however, so the issue could be resolved in this build.
The easiest way to do this would for you to give me a small example project with your own set up, so I can take a look at exactly what you are seeing on my end.
I don’t see a dynamic parameter module in your emitter.
My material gives no errors in the material graph editor either. It works on non beam particles.
Also can you attach the append node on the end of your graph to the UVs input on a texture sampler node then plug it into the material emissive and opacity inputs.
Then load up your emitter.
Add a dynamic parameter.
Then try changing the settings for SpeedU and SpeedV on the dynamic parameter. If you see the texture panning down the length or across the width of the beam then for sure I’m doing something wrong.
To avoid any confusion or missing steps, instead of me doing this by trial and error would you provide me with an example project where the issue occurs. All you need to do is create a blank project, create your set up, and then use the File > Zip up Project option.
You can then attach the project in your response if it is small enough. If you cannot attach it to your response, simply upload it to an external file sharing program like Google drive and share the link with me.
I did some more digging after opening your project and running the tests, and found that this is actually a known and reported issue UE-13679. I really appreciate your patience while we figured out the solution to this issue, and for providing a project to test. I will make sure to add this post to the bug report in order to increase the community interest and get a fix made possibly sooner.
Let me know if you have further questions or need additional assistance.
just noticed this as well (custom UVs not working making some effects highly inefficient on mobile). I guess it will not get a fix now cascade is no longer worked on - did you ever find a workaround?