I got a weird behaviour with ribbons following particles emitted in a burst.
Basically, when the source particle dies, the ribbon is not destroyed (despite the option in the Ribbon Data module checked on…), instead the ribbon goes back to the origin of the emitter in a single frame and restarts its lifetime.
Here is an image
So I investigated a bit and I now got thoughts. For me, when the burst emits for the second time, it reuses the particles previously killed. So, the trail follows and comes back to the origin of the emission.
This sounds like something a particle system would do for optimisation.
To reproduce that, it’s incredibly easy. I followed the [Unreal beginner tutorial on ribbons][2] and I just changed the emission to a single burst of 30 particles. That’s all. It starts freaking out at this point.
Hi!
Have you solved your issue?
I had similar problem and i found some fix. I had different loops in my emitter (Sourse and trail), so i made it 1 and 1 (you may use 0 and 0), and i have had fix.
Hi! Thanks for your proposition! I’ve made many ribbon particle systems since I posted that and with every single one of them, I’ve had this issue. Indeed if the loop is set to 1 on both, it doesn’t do this glitch, which is an hint! But as soon as I set both at 0, it does that…
Problem might be caused by “max trail count” in ribbon emitter (ribbon type data module) being lower than burst particle count in source emitter. So if you bursting 50 particles, max trail count should be at least 50.