# How do I get initial particles to remain when the emitter is deactivated then reactivated?

**URL:** <https://forums.unrealengine.com/t/how-do-i-get-initial-particles-to-remain-when-the-emitter-is-deactivated-then-reactivated/38861>\
**Category:** Rendering\
**Tags:** unreal-engine\
**Created:** [August 18, 2015, 9:17am UTC](https://forums.unrealengine.com/t/how-do-i-get-initial-particles-to-remain-when-the-emitter-is-deactivated-then-reactivated/38861 "2015-08-18T09:17:01Z")\
**Posts on this page:** 1\
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**Author:** ![anonymous\_user\_e660f14a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_e660f14a](https://forums.unrealengine.com/u/anonymous_user_e660f14a)\
**Post date:** [August 18, 2015, 7:12pm UTC](https://forums.unrealengine.com/t/how-do-i-get-initial-particles-to-remain-when-the-emitter-is-deactivated-then-reactivated/38861/2 "2015-08-18T19:12:48Z")

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Instead of toggling the visibility of the whole particle emitter, you can set up a parameter and control the particle emission rate from your blueprint. Just set it to zero when it’s deactivated. I’m sure there are other ways to do it, but I had the same exact problem and this seemed to work.

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