Keeping particles after emitter/actor is destroyed?

Fastest way to do it is before to:

  1. Set your projectile Mesh to Hidden, and disable its collision, which will make the player think the projectile is gone
  2. Use the Deactivate function on your emitter which will stop it from spawning new particles but will keep the old ones until they fade
  3. Add a delay to give the particle effect some time to fully deactivate
  4. Destroy your projectile