I have a blueprint for a projectile that has a ribbon particle system (set to emit in world space) as a child of a moving/rotating scene component. It works great leaving behind a nice corkscrew trail as expected. My problem is, I also want to rotate the entire particle system so the corkscrew is rotating as a whole. Is there any way to parent a world space particle system to another component so the entire system moves?
Or possibly, is there any way to emit a particle in world space on creation, but then change to a local space particle so it will keep its relative location/rotation?