I want to make particles to spawn in a skeletal mesh surface. I used Sample Skeletal Mesh Surface for it, and works nice. But now I want that particles to follow the original mesh. In order to do that, I activated “local space” but when I activate it, particles suffer a displacement, like an offset.
And I don’t know how to solve it.
Is this a bug or I am doing something wrong?
The particle system is attached to the skeletal mesh.
I’ve been experiencing an issue very similar to this. Particularly, particles attached to something are offset dramatically when “Local Space” is checked. Did you find a solution?
Thank you. It’s a good idea. My problem is that I used it as origin and then I applied a curl force to move the particles. Now I used your idea appling an offset. Instead of particles flying away now they look like a an explosion. Uglier but at least it works.
Hey guys, just wanted to share how I got through this.
For me personally, I had a Niagara module that was taking a static mesh off of the particles object. It then called Get Tri Position WS to map to a random point on the mesh, and then set particle position from there. The local space flag collided with this setting, so that any offset in the world was applied again as offset to my emitter. My fix was to go into my Niagara module and switch Get Tri Position WS to simply Get Tri Position, and that got me back on track. Hope this helps!