I tried to set SpriteFacing parameter in ParticleUpdate section to use VectorToCamera, but it doesn’t work
This is the tutorial I used to create the system: Floating Damage & Healing Text Using Niagara In Unreal Engine 5 - YouTube. In short, I have a texture per digit, spawn particles in a grid, apply force to make them fly up, and scale alpha to 0 using a timeline. I spawn this system for each digit in the number.
the number just remains in its initial rotation after spawn
If you followed that tutorial, there’s an important distinction to be made here. You’re spawning particles on a grid, the particles themselves are facing you, the grid isn’t, hence why it remains facing that direction.
You have two options here:
From the completed output of the array from what he showed you in the video, create a timer by event and get your player character, get the controller and set the Z by splitting the struct to a Set World Rotation node. That will update its rotation during the timer. Don’t forget to clear the timer handle after you’re done.
In the niagara system Sample Texture module, there’s a bool for Transform UV into position after ticking that, there’s another bool for Orient UVs to Camera.
It’s been a while since I thought I would never get a response, but thank you very much! I will try to test it as soon as I set up my working environment again. But even now your remark sounds very significant and most likely it will really help.
My solution is get spring arm relative rotation and jam it into floating numbers system as new variable and update it in event tick, depending on particle life time if its very short it will look like number is rotating towards camera. If life span is not short spawned number will face the direction it was facing at spawn time.
My system is not spawned directly in PC characterBP and needs to updated PC position to spawn number near player.
To what exactly you should bind it? Coz the actor rotation doesnt change only icon rotates towards camera so is there icon component or some other component to what I could bind something?