# Ribbon particles don't use Relative Time node

**URL:** <https://forums.unrealengine.com/t/ribbon-particles-dont-use-relative-time-node/372673>\
**Category:** FX\
**Tags:** relative, time, ribbon, unreal-engine, question\
**Created:** [October 6, 2016, 11:19pm UTC](https://forums.unrealengine.com/t/ribbon-particles-dont-use-relative-time-node/372673 "2016-10-06T23:19:25Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![anonymous\_user\_2a14030b](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_2a14030b](https://forums.unrealengine.com/u/anonymous_user_2a14030b)\
**Post date:** [October 6, 2016, 11:19pm UTC](https://forums.unrealengine.com/t/ribbon-particles-dont-use-relative-time-node/372673/1 "2016-10-06T23:19:25Z")

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When using a Ribbon particle effect, the Particle Relative Time node in a material stops working. This node is helpful for creating external effects that cannot be done inside the particle editor itself. Is there another way to accomplish this?

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**Author:** ![Luos](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/luos/32/918700_2.png) [@Luos](https://forums.unrealengine.com/u/Luos)\
**Post date:** [October 7, 2016, 7:42am UTC](https://forums.unrealengine.com/t/ribbon-particles-dont-use-relative-time-node/372673/2 "2016-10-07T07:42:25Z")

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You could use the dynamic node, if you dont need color you can abuse the RGBA channels from a particle color node, or in worst case control it trough blueprint.

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**Author:** ![Shaun\_Kime](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/shaun_kime/32/735096_2.png) [@Shaun\_Kime](https://forums.unrealengine.com/u/Shaun_Kime)\
**Post date:** [August 29, 2018, 5:27pm UTC](https://forums.unrealengine.com/t/ribbon-particles-dont-use-relative-time-node/372673/3 "2018-08-29T17:27:36Z")

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This should be fixed in the Dev-Niagara stream.
