Particles inherit scale of Mesh

Hi,

I noticed when the player in my game shoots a static mesh, the particles emitted from where the static mesh is hit will inherit the scale of that specific mesh, if the mesh is scaled greater than 1. So the particles look huge when these scaled meshes are hit.

I guess I could scale the models in 3DS max, so that they dont have to be scaled in editor, but I was wondering if this is a bug or the expected behavior of particles?

Thank you very much!

you can just scale the particle when it is emitted…

like this picture:

It will scale the particle as you want.

Good luck!

Hello -

Anything that is emitted or attached to a skeletal mesh will be design be scaled to the sockets dimensions, so if your model is scaled all items attached to the model act as children of that model and scale as well. However, FilipeTessaro’s methodology below will also work.

You can also add an additional Size By Life Module and either set it to be a constant amount less than the scaling provided by the Skeletal Mesh, so if you scale your Skeletal Mesh by 100 then you would set the Size By LIfe to a Constant 0.01, 0.01. 0.01. You could also set up a Particle Parameter in the Size By LIfe Module and setup a Parameter and Editable variable in your BP to scale it as needed via the Details Panel of your BP. Remember you can have more than one Size By Life, and they render in a Top Down path, so just place this one below any you are using for your particle behavior and the particle will still render as expected.

Thank You

Eric Ketchum

Thank you for the help! I think I didn’t describe my issue very well, so I will post a picture to show what is happening. We have a lot of scaled static meshes that are influencing the scale of hit effect particles, but we want the particles to all have the same scale.

Just to clarify -

The Hit Particle Effects are spawned via the wall BP when the projectile from the weapon collides the wall actor.

I want to give you the correct methodology to fix this issue but I need to make sure I know how and where your particles are being spawned.

Thank You

Eric Ketchum

Thanks, yesterday was a holiday in Japan, and most of our staff is out today, too, so I will find out and reply on Monday. Thanks a lot!

Okay, here is the blueprint we are using for Hit Effect particles, when the player shoots a static mesh (like a wall). Is there anything in there that might be causing the particles to inherit the scale of the static mesh it hits?

Thanks a lot!

HI NoaScape -

You are Spawning the Emitter attached to the object. Anytime anything is attached to another actor it will inherit the scale of the previous actor. I would recommend using the Spawn Emitter at Location for the walls as they are static in nature. If you do need the effect to attach to an object you will need to call a check of the object’s scale and feed in a Size Over Life Correction into the Spawner like this:

Thank You

Eric Ketchum

Thanks a lot for the help, and quick responses!

We will incorporate this into our BPs!