I don’t have much experience editing cascade particle systems, so I’m not sure if this can be fixed or if I should just choose a different system (or turn off the blue aura component of the system).
Basically, the sword is being deleted from the outliner at the right time, after I equip it. PART ( the fire) of the particle effect stays active and follows the sword if bWeaponParticles is true, as expected, and the fire deactivates upon equipping is bWeaponParticles is false. However, the blue circle (named “Particle Emitter” in the cascade particle effect editor) persists until I equip a second weapon, then it is destroyed.
How can one part of the particle effect be deactivated, as expected, but a different part persist? I have a theory that the blue aura part (the “Particle Emitter”) is somehow delayed because it doesn’t update its properties at the same time as the blue fire (“Trans_Square”). For example, if I drag the sword to a new location, the blue fire follows with the sword, as expected, but the blue aura does NOT follow until I hit play, then it updates its location.
Is this a setting on the particle emitter? Can I change it so that the blue aura behaves the same as the blue fire? If you need screenshots of code, let me know, but it all works okay except for this weird particle effect.
Equipped BP_Weapon, two other instances in the world. The fire is deactivated, but the blue aura stays there until I equip another weapon.
This is the cascade system, the “Particle Emitter” is the blue circle, and the “Trans_Square” is the fire
After I move the sword, the fire follows the sword’s location, but the blue circle is not automatically updated, only after I press play.
This is the function that equips the weapon and deactivates the IdleParticles (the blue cascade effect) if bWeaponParticles is false