So I have an actor that permanently spawns particles and gets destroyed upon collision. When the actor is destroyed all spawned particles get instantly destroyed and I can’t find an easy solution on how to keep the already spawned particles alive.
While not niagara, the way we do it with cascade is to disable the actor and delay its “destroy” until the emitter has done its task.
so > on hit > disable actor & emitter > delay until emitter is done (trough delay or other means) > destroy.
Make sure the emitters (I only have cascade knowledge, but assume its the same) do not have “destroy on deactivate” on.
this way when the emitter is deactivated the particles already spawned will do their thing, while no new ones will be emitted.
I know that this is a workaround but I was hoping that there is some form of setup that spawned particles are not destroyed. But thanks anyway this works fine, just needs some adjusting.