Hi, hopefully someone here can help as I’ve searched all over and I can’t find the answer to this.
I’m fairly new to UE’s blueprints, I’m using it for cinematics. I have a blueprint actor set up that I want to add a particle system to. The particle system is a vapor trail, problem I’m having is that whenever I animate the transform on the blueprint actor, the particle system resets which breaks the effect. i.e. it’s constantly resetting so the trail keeps vanishing. Is it possible to have the particles continuously spawn uninterrupted?
A work around is to just not include the system in the blueprint and parent it to the blueprint actor in the editor, though I’m having a scaling issue which I know I can resolve inside the blue print (basically ‘scale sprite size’ doesn’t scale correctly and I’d rather not have to keep changing the values inside the system when I need to resize it, I can easily set it up inside the blueprint so that those parameters are adjusted with the scaling)
There’s also some other things I’d like to do inside the blueprint, like activate the particle system at the same time as other parts of the blueprint using a simple control method.
I’ve tried all the life cycle settings and they didn’t affect it, weird thing is, is that it works fine when parented to the blueprint but not inside the blueprint. I’m wondering if there’s something I need to do in the blueprint but I’ve no idea.
Still having issues with this unfortunately, in order for the sequencer to read keyframes for the blue print in the editor you need to enable ‘run construction script in sequencer’ in the blueprint which has the same effect as ‘run construction script on drag’. Basically it causes the particle system to retrigger on each frame.
It seems to work at runtime when using the event graph logic so it if those settings are disabled, I’m thinking it should also work when using movie render queue as that uses event graph logic, but it means that you don’t get to see what the particle effect will look like in the sequence until you render. Seems to be a limitation of Unreal and blueprints when working in the editor. For now I’m just going to use a particle system parented to the blueprint actor which is a bummer.
Ironically, I’ve spent more time trying to get to the bottom of this than I would have if I’d just added the particle system directly to the editor and set up additional sequencer tracks for parameters rather than one blueprint parameter controlling all.
I have to keep reminding myself, Unreal is first and foremost a game’s engine!
Anyway, I thought I’d post this as I found little info on it and I’m surprised no one else I’ve come across has brought this up