I have found strange behavior of particle system component. With this setup (you can see it on screen), particle system actually becomes inactive if actor with it spend set time duration “outside of screen”. But if I call “IsActive” function - it’s returning True state (which is wrong). Furthermore, trying to set Particle system to Active state doing nothing (maybe because function checks isActive flag first?).
If in this case call SetActive (false) and then call SetActive(true), it seems to “reset” buggy flat to its “right” state with actual particle system state.
I’ve set up a simple test scene and I’m not seeing the same results on my end. Are you able to provide a simple test project that reproduces this can that I can have a look at?
Perhaps there is something in your simple setup that I’m missing.