Spawn Emitter Attached Bug?

Hello again!

Here I have this basic PS system that is my placeholder for a muzzle flash, I have it set up to trigger when the player fires the pistol, when I have it set to Keep World Position it fires at the root bone that the socket I created is attached to not the socket itself which is in front of the barrel as featured in the picture below. However when I have it set to Snap To Target (either of those settings) it doesn’t spawn at the correct location. It seems to spawn somewhere else in the world, but not 0,0,0.

Here is the portion of BP where its supposed to trigger:

I am not quite sure what is going on here with that, however I am fairly certain it should work with this setup, I’ve done some digging into what could be the problem and all the solutions I’ve seen (spawn emitter at location instead of attach), either don’t work at all or they don’t attach to the barrel of the pistol like a muzzle flash should.

Any advice/help is much appreciated! Thank you!

This is probably a simple issue on my end and not an actual bug, so I will continue working on it till its resolved. Thanks again! :slightly_smiling_face:

Leave the location input to the default value and try again with Snap To Target.

Hey! Sorry I am a bit late to respond, but I tried that and that didn’t work either.

Have you checked if the issue comes from the particle system? Maybe the effect is completely off instead of being centered on its pivot.

I will check that when I get home today, it was just a stock particle effect i grabbed from a free pack on the epic store to use as a placeholder. The bones are probably messed up in the model itself, in my experience blender doesnt always play nice with UE4.

Hi there, try to use either mesh component + socket or only the location vector. Don’t use both.

Right on ill give that a shot, could using both of them cause an engine crash? I have the crashlog at home but if i remember correctly i think it was an unexpected exception or something of that nature, but it seems to mostly crash on E1M1 map, so im not entirely sure whats up with that.

Maybe, it’s worth a try, because I don’t remember using both.

I got it working, I had to do a workaround for this one. Instead of spawning it on the bone itself (remade the bone struct in blender and added a seperate bone for muzzle flash, still didnt work) I just ended up adding a sphere component to the blueprint and using that for the spawn emitter location and it worked like a charm.

I think what was happening is that instead of spawning it on the bone that I wanted it to, it kept spawning it on the parent root bone. Not sure why it was doing that but its fixed now, albeit with a different solution but it works all the same.

1 Like