The reading value of Engine Owner Velocity is always 0, which seems to be a cheap logic for Copying, which is only valid when used for ParticleVelocity. To improve performance, the Owner’s transform result is directly applied to the Particle’s offset (avoiding the particle displacement again), so it is impossible to directly use Engine Owner Velocity to read the NS speed here.
So how do we get the NS Velocity value directly? (Not passing parameters externally)
Use SimmulatePosition to get the last and the current frame positions, then divide delta-time(world space) to calculate velocity.
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