Fire emitter not covering meshes and always following the camera

So I’m tryng to make a fireplace but it seems that the emitter is always relative to the camera and creates this effect where the firewood that is closer to the camera is never surrounded by the emitter.
Is there any way to make an emitter position and behaviour completly absolute so it always looks the same doesnt matter where the camera is?

Recorded a video so its more clear what I mean by the camera stuff

I believe that is just the way the sprites work. Always facing the camera. You’d need to make it volumetric to achieve what you want, but it’s just a guess. I’ve not done anything with particles and I’m not sure what is niagara capable of but if those are sprites, that is what you get since it’s just 2D images with opacity.

I see, I’ll try to get the fire working by other means then thank you for the help

Well, I don’t think it is such a big deal. Will the camera ever be doing this exact movement? The thing you could change is just the place of the emitter and how broad it is. No matter what you do, you still have to fake stuff to make it real time and particles are no exception.

But don’t get me wrong, you can definitely tell the particles to “look” other way than straight to camera, but I’m not sure how to set it up for this exact scenario to make it look good.

There must be a ton of resources how to make particles so these are just things you have to learn by experience.