Yes, that is correct. It is working correctly. GPU partials will only render when on screen.
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Now if you want more of an answer, you’d would need to look into linear algebra, and how DirectX/OpenGL handle graphics output in 3D.
Yes, that is correct. It is working correctly. GPU partials will only render when on screen.
read more
Now if you want more of an answer, you’d would need to look into linear algebra, and how DirectX/OpenGL handle graphics output in 3D.
Hello everyone,
I’m am using FleX to fill up a level in VR with fluid to force a player to move to an end goal. It works quite well; however, flex only starts pouring fluid if I actually look at the emitter. For larger levels, if the player is too far away from the emitter (it’s at the top of a long shaft), it doesn’t activate until I get closer.
Typically with particles you can have them render regardless of camera direction when you set bounds, but in this situation setting stops the particles from rendering at all.
Does anyone have any advise on how to get FleX particles to Spawn regardless of camera direction?
So I was able to work around this by activating the particles by blueprint instead of relying on auto-activate on the emitter directly.
Create a new actor, add a particle emitter component, set auto-activate to false, and set the emitter to activate via begin play or some custom event.