The question is short and simple:
How to i get particles to be visible when i’m not facing the emitter?
Change the Fixed Relative Bounding box numbers to something higher In example XYZ Min to all -10000 and XYZ Max all 10000, play with those numbers until you get the desired result. Also make sure the check the fixed relative bounding box
I’m facing a similar problem. I have a SceneCaptureComponent attached to a second camera to produce a texture for use elsewhere. The particles stop updating when outside the primary camera’s view, despite the secondary camera facing them.
Is there a way to get the second camera to be considered during particle update culling?
The suggestion of a huge bounding-box makes sense if you always want the particles updated off-camera, but in the case of a second camera there seems like there should be a more elegant way of determining update culling. Am I missing some parameter that needs to be set on any of the SceneCaptureComponent, Camera or particle itself?
I am facing the same problem, and this doesn’t seem to be fixing it. I have a jetpack that emits smoke particles behind my character, but I want them to always be rendered so I can look back and see the smoke trail I left. How can I make the particles stay visible? I tried adjusting the bounding box to be really huge and this still didn’t fix it…
Correction: Setting it really huge (-100,000, -100,000, -100,000) to (100,000, 100,000, 100,000) fixed it, thank you!!!
It will work. Make sure that you click ‘Restart in Level’ and ‘Restart Simulation’ to see the effects.
@DwunkyPengy thanks u so much!!! it very help