ParticleSystem and Camera FOV / Disappearing

I’m using an emitter as a lightsource (particle based torch/wall sconce) but when I turn beyond my camera’s FoV, the light and particles disappear, which is immediately noticeable on darker maps. Is there somewhere I can override or change the ParticleSystems behavior?

Here is an example:

Never mind, I figured this out. For anyone who might run into this issue, adjust the bounding box of the particle emitter to the size of the area you’d like it to be viewable in. If your scene or level is beyond this bounding box, it does not appear to activate or provide light.

I’m experiencing the same issue at the moment but don’t know how to adjust the emitters bounding box. I see no options for this under Details or in the Viewport itself.

Here I have 4 emitters on this side with point lights above them for greater illumination:

When I pivot on this spot you can see how my building is illuminated:

But when I pivot a little more I get darkness:

Even when I have only the one emitter active and I keep it behind me out of my FOV, I get the same problem simply by pivoting a little on the spot:

Does anybody have a solution to this, or could someone please direct me to how I can adjust the bounding boxes like the OP suggested?

Just in-case you are still wondering how to increase the bounds:

  1. Right click the particle you want, for example P_Fire.
  2. Click Asset Actions then click Property Matrix.
  3. On the right hand side, click Bounds>>Fixed Relative Bounds Box>>Max.
  4. Edit as you will.

Hope this helps!

Actually I haven’t been able to fix the issue.
I tried what you suggested, but Asset Actions doesn’t appear when I Right Click my P_Fire emitter.

Are you using version 4.7? I built this particular project in version 4.5 and copied it to 4.6. I’m not using 4.7 just yet. I’m waiting for the stable release.

I had the same problem but the way I did it was to simply regenerate bounds in the partcicle editor. Go to Toolbar → Bounds (Bounds options) → Set Fixed Bounds.