# Particles are not following the vector field properly.

**URL:** <https://forums.unrealengine.com/t/particles-are-not-following-the-vector-field-properly/362640>\
**Category:** Rendering\
**Tags:** vector-fields, unreal-engine, visualization, question, CPP\
**Created:** [July 1, 2016, 1:03pm UTC](https://forums.unrealengine.com/t/particles-are-not-following-the-vector-field-properly/362640 "2016-07-01T13:03:14Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![NoobsDeSroobs](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@NoobsDeSroobs](https://forums.unrealengine.com/u/NoobsDeSroobs)\
**Post date:** [July 1, 2016, 1:03pm UTC](https://forums.unrealengine.com/t/particles-are-not-following-the-vector-field-properly/362640/1 "2016-07-01T13:03:14Z")

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I am trying to use UE4 are a tool for visualizing scientific data and using particles to show field lines seemed like a good idea. However, even though I made a mathematically perfect flow field I was unable to get it to follow the field properly. I made the field global and I made the particles have a tightness of 1. No matter what I did the resulting lines spiraled in to a point or out of the field even though it should be a perfect circular motion.

Further, when looking at the same spiral from above I could see that it was pulsing slightly. Growing larger, then smaller, then larger again. Is there a way for the particles to obey the field perfectly? Or is it not going to be accurate because of optimization steps taken?

I am not afraid of coding and I might be willing to remake the entire field or the particle motion system. The only idea I have is to write an algorithm that spawns a billboard with the material of choice and place it around inside manually using C++ or making a custom shape by generating a thin tube to represent the shape.

Any input would be very helpful.
