Hey all! I’ve got a simple particle emitter attached to the player camera to simulate weather in a large cube around you.
It looks pretty decent and follows correctly, however when the player moves the particles will slide sideways with you as you move. This causes a really weird effect and makes it obvious the weather is following you.
Is there some sort of way to have it so that the rain currently spawned will keep falling and the emitter will just spawn more? The box is kinda large so maybe somehow move “through” the box and then have it catch up?
Is it possible to have an emitter follow a camera, while spawning the particles in it’s current “world location”? It seems that’s all I’m really trying to do.
Maybe a world location/noise to the rain material?
If I make the particles use world location for some reason they are no longer visible in game.
And for some reason my particles collide in the editor but not in play. It’s scene depth, bounce. So it kinda looks like the rain is splashing down. But you know, it won’t interact with any mesh or world collisions, just goes right through the floor.
Hmm. After lots of testing it seems that no matter what I set my particle collisions to they will not collide with anything at all during play. This is really annoying because I need this rain effect to work so I can move on to other ■■■■.
Anyone got any ideas?
Any help appreciated, thanc.
My world is streamed in levels that are tile based, hism actors. I found out in editor the only way they will collide is if I can see a very large part of the level, but since you’re in game you can’t fly above everything like in editor I can’t “see” enough of the landscape for them to collide.
Surely there’s a way to make particles collide with a large hism actor?