Particle system spawned by sequencer does not emit

I have a particle system that’s attached to my player pawn as a component. The solution posted by Ed works for me in this case, also. a bunch!

The full list of steps is:

  1. Expand the character’s track.
  2. Click on + Track next to the character (not the green one at the top of Sequencer).
  3. Find your Particle System Component and add it as a track.
  4. Add a track for this PS Component. Select the Particle Toggle Track as Ed mentioned above.
  5. Key an “activate” state in at some point in the Sequence.
  6. Finally, right-click inside Sequencer on the Particle Toggle Track you just created. Select Properties and edit the “When Finish” item to display “Keep State” (instead of “Restore State”) in order to keep the PS activated once the Sequence has finished playing.
  7. Voila!
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