Been stuck on this for a couple days, so I figured id see if anyone might have some pointers for me.
I currently have a projectile pool i use in my game that pushes positions and velocities to a Niagara system to handle VFX, This works great, but i wanted to add some cool ribbon trails behind them. Problem is that I can seem to get the ribbons to play nice.
My understanding is that the Ribbon ID index should be the same for each particle that makes up the trail with the Acquire Tag providing a way to reuse the same index for a new trail. Basically a generation counter.
Right now I cant seem to get a stable ID from the ReturnExecIndex for the ribbons.
My Setup has one emitter that manages a particles Pos / Vel / Vis by selecting from int and pos arrays using ReturnExecIndex and that works fine.
I have a second emitter that spawns particles using the attribute reader at a fixed rate for each projectile particle in the first emitter.
I Manually set the Ribbon ID as
Index = ReturnExecIndex | AcquireTag = ProectileGen[ReturnExecIndex] With ProectileGen being an array of uint8 that i increment when getting a new projectile for the pool.
This is very close but I still have an issue where the trail isn’t breaking to start new when it should.
Im hoping someone might see this and have some insight for me. Thanks in advance!



