I have a Niagara Particle System (in loop)
It is wrapped by an actor
The actor has a UBoxComponent
When the Character overlap with the UBoxComponent get danmage.
In the end of the loop the particle system is not visible for few seconds.
I want to disable UBoxComponent collisions during that moment (disable damage)
So I need to know the current time in the particle system timeline from C++ or BP.
At the moment i have this:
float time = NiagaraComponent->GetLastRenderTime();
I think it is the total elapsed time
But i need the timeline time.
Any way to get that?
Other ideas are also welcome!!
Thank you so much!!!