The issue is that I can’t seem to get the particle to rotate with the grenade.
I want my particle to be flat to the ground by default. Like a piece of paper. Because it’s a trail so I need it to face upward (non-two-sided material).
I want to somehow use the grenade’s movement direction to make the sprite rotate “left/right” and also tilt as the grenade arcs (as it’s being thrown “up” and is falling “down” I want the trail to do so as well so that it doesn’t look like stair-steps).
My texture is a 2 bit image (increased to 8bit bc UE4 required it) I created to be used as a mask.
My material is a mask blendmode and unlit material. Just has the Texture as the opacity mask and a shade of red as the emitter color. Nothing fancy at all.
My test actor just rotates forward, backward, up, down, on a timer and each tick moves “forward” based on the direction it’s facing.
My Particle System just places a non-moving sprite image at a rate of 20 and has a scale over life effect.
Whenever I’ve tried to rotate the emitter in my BP (as it’s spawned or on tick based on my actor’s rotation) nothing changes.
When I set the particle system to “Use Local Space” my trail stops working because, I presume, instead of placing the sprites in the world the system places them at a location behind the grenade and keeps it offset there. Meaning that I have 20 sprites in the exact same place.
When I set the PS to “velocity” I can’t see the sprites at all. In Simulate I’ve looked at every angle and just don’t see them. I presume this is because my particles don’t move whatsoever and thus they’re oriented in some impossible way and thus aren’t even spawned or something.
Attaching screenshots below: