Particle Visibility Issues

[Posted on Unreal Forums as well]

Particles Visibility Issues
I’m having 2 problems with particle visibility. I’m sure they are not “bounds” related.

  1. Birthing ambient particles on a weapon that only show up in the First person view port and not on other clients view ports. I’m running 2 Clients on a dedicated server. I’m triggering this on the weapons event graph.

  2. Birthing FX attached to a player with the intention of them being FX on the screen. They are visible to players other than the player with the FX attached. No screen camera distance fade is set up in the material. I need the FX to be visible in first person only. I’m triggering these FX in the players event graph.

Any help is appreciated.

Thanks!

Hey CGRonin -

What are the Owner Only See and Owner No See flags set to in each case and what do you have the Emitters parented to in the Blueprints?

Thank You

Eric Ketchum

For the weapon FX I have put a “event Begin Play” to a “Add ParticleSystem” into a “Attach Actor to Component”. I do not see a flag for player visibility in those nodes.

For the screen FX I’m triggering the FX based on an “animnotify”, to “Add Particle System”, to “Attach Actor to Component.” I could not find the player visibility flags here either.

Thanks

Hey CGRonin -

You should be able to pull off the return value of your add Particle System return value (Blue output pin) and by turning off context sensitivity or pulling from the Palette add a Set Owner Only See node from the Event Graph.

For the Second Question simply pull the Set Owner No See node in exactly the same way

Thank You

Eric Ketchum

Thank you for the quick response. I still have not been able to fix either issue. I see both methods you suggested do work for hiding, so it helps with the screen FX… although it still does not make it visible for the owner… But neither the screen FX or the ambient weapon FX are showing up as I would hope. Strange.

Hey CGRonin -

Can you give me some screenshots of what you are experiencing? The Owner Only See and Owner No see have to do with the replication of objects across clients so they should solve your problems.

Thank You

Eric Ketchum

Hi Eric,

So the first person rendering is all worked out now. The weapon ambient FX only rendering in first person is not fixed, but it’s being looked into.

Thanks!

Hey CGRonin -

You could always do a True/False Branch test before the FX get spawned to saw are you in First Person or not. If true spawn particle, if false do nothing. You would just need to set a bool variable that gets set to true when you switch to First Person mode.

Good Luck -

Eric Ketchum