I am having an issue closely related to THIS answers thread.
I have an actor that when overlapping a volume spawns an emitter and sets its location on tick to follow an animation. When the actor leaves the volume, the location is no longer updated so the emitter no longer moves. Think of this as a drawing where a pen contacts the paper to draw and stops as its lifted up. Every time I drop down to the paper I’m creating a new ribbon emitter until i leave the volume. This works great! Until about 60 seconds in when everything but the currently active emitter vanishes. This cycle continues every 60 seconds. If i speed up my animation I can get through without anything disappearing but its not the desired timing.
Since the ribbon is generated using spawn per unit, my particle counts and total number of emitters is the same if played slow or fast, so it’s not a limitation of either of those.
I’ve also tried spawning the emitters in an actor blueprint and level blueprint but the results are the same. In the previously mentioned answers thread there was talk of garbage collection that the engine runs. Could this be the issue? If so how do I adjust those parameters, or can I even?
Also, I tried using the test project provided in the other answers thread, The emitters disappear in that project as well. I even used the existing particles. I made a slight change to the blueprint to continue the spawning of emitters once every second. Once you get to 60 seconds all but the first emitter vanish. I even made it spawn once every 0.5 seconds and even with double the count they still vanish after this ethereal 60 second limit.
Thanks in advance!