Hello,
I’m having some troubles with niagara and spline, I wish to make a laser spell going from the caster’s hand to the enemy, the problem is that once I attach my spline to the character the FX won’t move along it even though it does follow the spline if I just skip the “AttachActorToComponent” node, I think pictures will explain better.
First, my spline actor, as you can see the fx is following the spline perfectly :
Second, my spell’s blueprint (using the GAS). The SpellCast custom event is just a sphere trace to set the location of the third spline point to the enemy:
Third, I cast the spell the spline’s actor attaches to the caster’s hand and the third point of the spline is placed on the enemy. As you can see the FX does not move along the spline as it should, even though in the background it’s working properly on an unattached actor.
Fourth, in GA_Laser(second picture), i unticked the branch’s boolean and thus skipped the “AttachActorToComponent” , so the BP_LaserSpline actor spawns and the end of the spline follows the enemy and the fx follows the spline and it just works.
It just doesn’t work when I attach the actor to the caster and I dont know why.
Fifth, a picture of the Niagara Module Script that I used to tell the particles to follow the spline.
I’m using the local space sample spline node instead of the world space one because when my emitter was using the
world space it would spawn at 0 0 0 of the world, now since I’m using local space I guess it spawns at 0 0 0 of the BP_LaserSpline actor which happens to be the character’s hand.
I hope that was clear enough, thanks for reading and eventually helping.