For the collision currently attached to the blueprint component,
I am creating content that activates Niagara when players overlap.
When the overlap stops, the method to deactivate the activated Niagara does not work.
The method I am trying is
I am following the instructions in the attached image.
Niagara is in a loop after being activated, but
Is the deactivation method not working?
Niagara no longer deactivates when the player leaves the collision.
when the player leaves the collision
Is there another way to deactivate Niagara?
Sorry for being uneducated, but
Could you please lend me your knowledge?
thank you.
*In Niagara, to loop
[Particle Update] > [Particle State] > [Loop Particles Lifetime] is checked.
It is solved!
Since I started with SimpleSpriteBurst when creating the Niagara system,
[Loop Behavior] of [Emitter State] was set to “Once”.
I was able to solve this by using “Inginite”!
Thank you to everyone who has lent their knowledge.
thank you very much.