Particle issues help?

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?

You could move the attached emitter by the change in location of the character actor, then spawn more emitters as needed and destroy the unused ones. The event OnCharacterMovementUpdated gives you the old location of the character before they moved. To use it, you have to create the event and then bind it to get it to fire. Basically:

Set Actor Location (emitter) to: (vector Old Character Location - vector Current Location)

If it’s a third person project, you’ll need to cache and use the camera’s change in location. Since the camera would rotate the emitter as well, you’ll have to keep setting it to some constant rotation.

Then at some threshold respawn the emitter.

■■■■ bro, is that the only way? It seems overly complicated to just get some normal falling particles… Surely there’s just a setting or something I’m overlooking to allow a parented emitter to have world location particles?

I’m sure there’s a better way, but if the emitter has to be attached to the character or camera, it’s what I’d do. This isn’t really my area of expertise though.