Hi,
I’ve set up a ribbon trail attached to an actor. I then move the actor around to create the particletrail. I would like to wait to show the trail until I am finished moving the actor around, then show its trail, then have it removed. My problem is that the SetHiddenInGame() dosent seem to be hiding the trail.
Actor constructor:
ConstructorHelpers::FObjectFinder<UParticleSystem> ArbitraryParticleName(TEXT("ParticleSystem'/Game/Space/Effects/ParticleSystems/P_Ribbon_trails.P_Ribbon_trails'"));
OrbitParticleSystem = PCIP.CreateDefaultSubobject<UParticleSystemComponent>(this, TEXT("ArbitraryParticleName"));
if (ArbitraryParticleName.Succeeded()) {
OrbitParticleSystem->Template = ArbitraryParticleName.Object;
}
UGameplayStatics::SpawnEmitterAttached(
OrbitParticleSystem->Template, //UParticleSystem*
RootComponent,
NAME_None,
FVector(0, 0, 0),
FRotator(0, 0, 0),
EAttachLocation::KeepRelativeOffset,
false
);
OrbitParticleSystem->SetHiddenInGame(true, true);
…but when the actor is spawned, it immediately draws the trail. Any ideas?