Hi,
At the moment i’m doing something like:
LifeSpanExpired()
{
// Deactivate all stuff
// timer to Cleanup Function
}
Cleanup()
{
Super::LifeSpanExpired()
}
this is very ugly. So I was experimenting with ParticleComponent->DetachFromParent(true), but this didn;t work.
Should i just add the ParticleComponent to the Set of Objects in the level?
What would you do?
ah what i want to achieve… is that when the actor holding the particleComponent gets destroyed, the particleComponent is deactivated but this means the particles fade out and don;t get cut… (hope you know what i mean).
I could just SpawnEmitterAtLocation. But the Component should move with the actor.
thanks