I’m using it in a particle system so I can make it flicker and change size slightly over its lifetime. I’ve oriented the particle in the same direction as the smoke I’ve added, and its velocity is zero so that it stays attached to the rocket engine.
The flame always points in the same direction, regardless of where the emitter is pointing. How can I make it so that the material is oriented relative to the emitter?
Your problem is that your initial velocity is setting the particles’ movement along the Z axis. Change the initial velocity to be along the X or Y axis and it should run in the direction you are looking.
It’s currently set to a constant and 0.75 (as that was up/down in the editor). But rotating it in the blueprint editor for my missile still doesn’t rotate the flame at all.
In the required module check the “Use Local Space” check box. This will allow you to rotate the particle system in the Blueprint. If this is not checked the particle system will always update in world space which will not allow you to rotate it in the blueprint. You will also want to Lock Axis, under Orientation in the module selection to Rotate Y (could also be Rotate X or Rotate Z, depending on you exact set up).
In the particle that I am using for the thrust (not the smoke), I’ve set ‘Local space’ in the “Required” section. After save and returning to the blueprint it’s in, I still do not see the thrust particle being affected by rotation. I do not see a ‘use local space’ in any other spot that seems relevant.
Here is all my information which will allow you to use the Material, Particle System and Blueprint setup above and have your Rocket Thrust be rotatable in the blueprint so it will align always with your Mesh Rocket.