Laser sight dot particle effect problem, spawn emitter

I created a laser sight particle system for my gun blueprint. the laser dot works perfectly but i am having trouble attempting to toggle it’s visibility after spawning emitter on location if hidden it plays only once and doesn’t respawn whereas if I don’t hide the particle in game it is able to constantly spawn/loop/update the instance.

I tried every phyiscal combination to toggle it’s visibility but I have come to a halt in attempting to make it functionable without the particle having issues spawning, looping and or consistently toggling it’s visibility

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Rather than using ‘flip flop’, just explicitly make it visible when you want it visible. You’ve only got to get out of step once with ‘flip flop’ and it does the exact opposite of what you want :slight_smile:

Having said that, why not just spawn it once and change its location?

Or make the particle very short lived, and you don’t need to worry about doing this.

i tried setting the location before for the particle itself but i found a very odd issue where if the determined hit from the line trace of the dot itself exit’s the camera perspective and I attempting to re aim the gun i found that the dot’s last location is stuck where it was previously hit before leaving the player character’s POV and doesn’t update its location until I look back to where it stopped updating at. very tedious issues I found attempting to make an effective toggle for the particles at hand

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I solved my own problem, long story short before i spawned my emitter on location for the laser dot effect i inserted a branch depending on if the laser particle is visible or not. if it returns false the dot particle will stop spawning on tick

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