This is interesting issue.
Can you share with me a video as well?
Are you sure that your particle system isn’t storing the position vector where it is emitting the particles? the actual pooled object is always moved to 0,0,0, when deactivated. So the particle doesn’t care about where the projectile was either, otherwise the particle trace would come from 0,0,0 in the game world.
Here’s a video showing the problem. I don’t believe that the Niagara systems are maintaining any data across instantiations. Anyway, wouldn’t reset or reinitialize remove this?
I tried a few more things after your message. Turns out that adding a Niagara System Reinitialize into the On Pool Begin event fixes this problem. I guess I didn’t try that before, just the reset and Activate with reset option.
Sorry for the confusion and thanks for a great product!
You’re listed in the credits of our game, which is coming to PS5 and Xbox X|S very soon…
Hello.
I bought your plug-in and am using it.
I’m using the Unreal 5.5 version.
The Niagara Particle System component has been added to the actor and is in use.
However, a crash occurs when you spawn it.
The Force solo option was not found in the Detail Panel,
I set it up when I started the blue print, but it still causes a crash.
Please suggest a solution.
I am a non-English language developer, so English is not natural.
Please understand.