I’m trying to rotate a ParticleSystemComponent attached to a bone in a character skeletalmesh, but always the rotation is aligned with the bone rotation.
For example the last parameter, the relative rotation, do nothing with any valour:
FX = WorldInfo.MyEmitterPool.SpawnEmitterMeshAttachment(ParticleSystem’effect’, Mesh, bone, false,rotatorvar);
and doing this afther the spawn:
There are any way to do this? I can rotate particles but not if they are attached to a bone.