I’m trying to make some fireworks. Is cascade kind of limited in some basic ways?
I wanted sub-particles to spawn at the end of life of the initial rocket particles. I was able to spawn secondary emitters at the location of the first particle, but there seems to be no way to trigger them on the death of the first particle. Is this possible?
To get around this I put a delay in the secondary particle. Cool. But I want to loop the effect several times from the start, so I put a delay in the rocket particle and added that delay to the secondary particle. Then I set the warmup to the be same as the rocket particle delay so that it fires immediately, waits five seconds, fires again, repeat.
Obviously the secondary particles get messed up by this though. Is there a way to set a specific delay and warmup for a sub-emitter? I need it to wait 7 seconds then run every 5 seconds after that without affecting the main rocket particle.
When it comes to this --which is actually a rather simple effect-- cascade does feel limited. when making the fireworks pack I was hitting more walls than I’d liked.
anyways, there are particle Events and Receivers, you can make new particles spawn on death, collision, burst, blueprint etc.
This you can use to start the 2nd batch of emitters.
(Sadly they always feel rather finicky and especially when there are multiple events/receivers they tend to go haywire and ignore eachother.)
The problem lies (afaik at least) that you cant loop a particle activated trough events unless you emit a hidden particle alongside the sub-emitter thats timed for 5 seconds and activates another event which spawns more sub-emitters and another hidden particle which will… you get the point. and those hidden ones would be adding an extra drawcall.
In this case you might be better off setting up a blueprint that once the main emitter fires off an event, activates a 2nd emitter every 5 seconds.