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Particle component lags behind pawn movement

During gameplay I spawn a particle system component and attach it to a pawn. When the pawn moves, the particle system component lags behind the pawn. Is there any way to make the particle system component stay with the pawn?

The emitter has “Source Movement” on it. Source movement scale is set to (1, 1, 1). If I make it any higher, the particle will try to catch up, but if it catches up to the pawn, it’ll bounce back, causing a wobbly effect.

I tried setting Inherit Parent Velocity too, but that just made things worse. If I change direction, the particle system wanders off in the original direction.

Any idea what I need to do to make a particle system component keep up with the pawn it’s attached to?

OK, I figured it out. I need to call .SetTickGroup(TG_EffectsUpdateWork); on the component.