Spawn emitter at location doesn't work?

I’m spawning a simple projectile, and trying to spawn an emitter at location wherever it hits, but it’s not working.

the actor I’m trying to spawn just for debug purposes spawns just fine. the emitter doesn’t. both are set to spawn at the same location. I tried all emitters I have in my downloaded assets and none has worked.

what am I doing wrong?

Are your scalability settings set to High? If it’s something lower, the emitter might not get rendered.

Also, are you using Niagara or Cascade? If Niagara, I think the function is called Spawn System at Location not emitter.

I haven’t ever touched scalability, should be set to max. my muzzle flash emitter shows just fine when spawned attached to my weapon muzzle, but the same emitter won’t spawn at hit impact point.

They’re all cascade

I’m doing basically exactly the same thing and it works, only difference is I have a rotation.

my scalability settings are set to high.
EDIT: I’m using cascade systems :slight_smile:

Ok I just did some testing and it’s the weirdest thing. this is my level:

When I’m in the Y shaped room, spawning emitters on hit works just fine. anything it hits spawns an emitter.

when I’m inside any of the 3 square rooms, it doesn’t. I can shoot anything and it won’t spawn. I can move the same actors that are in the Y room into any square rooms, it won’t work. I have no idea what’s going on

Alright, I realized what’s going on. each of these rooms is encompassed by a box trigger that hides everything inside the rooms where the actor is not.

some kind of actor that manages particle emitter must be spawning at 0,0,0 which would be inside the big Y room’s trigger box, so when I’m in the box it gets unhidden, and when I leave it’s hidden again.

I can’t figure out what kind of actor is being hidden, so I can exclude it from the hid classes. I thought it was a particle event manager, but unhiding every actor of that class didn’t fix it.

But as a workaround (which actually is probably the proper fix for this), moving this room away from the world origin at 0,0,0 fixed the isssue.

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