This flame that isnt close to the cursor is set to local space, its innitial location is set to 10/0/0 and thats it.
there is no relative location, no world location, no pivot location stuff nothing.
All I did was duplicate a gpu particle emitter.
Aaand… just when I want to show the problem inside cascade, I changed the emitter name and the problem is gone.
Guess… itll be a mystery untill it happens.
That is a weird one. Just so we can talk on a the same page without restricted assets. I setup a rough example project, where I have attempted to reproduce your results but am not seeing the same as you are. I am probably missing a toggle or checkbox. Have a look at the project and upload with additional information when you can.
Set both Fire_Out’s to "“Kill on deactivate” & “Kill on Completed”
Now duplicate the 2nd “Fire_Out” (Duplicate and share)
change the “Required” from the newly created “Fire_Out” so its no longer shared.
(I just ctrl + dragged the required from the previous “Fire_Out” onto it)
Set the required setting of the new “Fire_Out” to Local space.
5 ???
Apparently I forgot that I had already entered a bug report for this issue. GPU Particles are not likeing the Duplicate and Share stuff, I think their selfish. I updated the bug with your new information and the reproduction you gave me above as well as attached the project for easy reproduction. It is entered as UE-11795 for reference.
Local space is off in my case however, and still all the particles have multiplied positions, also when I try to change them to local space the switch wont work, as in the check box wont check. ??? Is this a glitch?