I have a bullet that has a particle system attached. Its the default “sparks” without the smoke and spark burst.
When the bullet hits a wall I call the Destroy function, The bullet gets removed and the particle emitter aswell and the existing particles finish their “path” or animation.
The only problem is that all the existing particles gets alot brighter and/or bigger when the parent actor is destroyed. There is only one light source in the game and that is a directional light source, The bullet actor consist of a sphere shape, box trigger and a particle system.
Are you using depth fade in your material, and when the intersecting particles are rendered without the object they appear more opaque?
I don’t know what depth fade is and im using the starter content sparks. The bullets material is a simple red color nothing else. I don’t know what you mean when you say “intersecting” particles. The bullet is being fired in a void and is destroyed after 1 second for testing purposes.
Opaque means that it is not letting light through right? I just tested with zero light sources and the particles still seem to become brighter and larger after the parent obeject is destroyed.
I just noticed that the particles gets a small “boost” and change direction sligthly when the bullets is destroyed.
I have tried without any lights so the light on the character is not having any effect on the particles.