I have an array of Start Locations and an Array of End Locations that are User Parameters (vector array) that are set on the Niagara system when the weapon fires
The Niagara system component is created and attached to the weapon component when the weapon actor component is created
I am trying to have the Niagara System always there, along with the emitters, and have emitters (there are 2, a static mesh emitter and the beam/ribbon emmitter) spawn beam particles when firing, and when I try setting to “loop behavior” Once and “Loop Duration mode” to Infinite, I do not see a beam spawn - but if i set to Loop Behavior Infinite and loop duration 0 it spawns a beam?
I would figure I want to spawn particles once and have their lifetime only be ended when the weapon is no longer firing, then destroy the particles and spawn new ones when weapon fired, as opposed to spawning particles every tick. However, the beam length can change every tick, so do particles need to be destroyed and respawned for beam to change length? (I would think not, but you never know)
I am trying to use a Burst Instaneous Spawn, and using the User Parameter of Beam_StartLocArray (I need the length of this array?) to control how many particles/ribbons to spawn
Then, I need to spawn all of those Beam partiles using the locations in the start and end location User Parameter Arrays and update each beam length every tick until theydie (Weapon no longer fioring)
I am having trouble figuring out how to access my user parameters in the “Multi Beam” Module Script, using the arrays, and get the proper start and end points for each individual beam?