Spawned potentially immortal particle system!

Could you try to activate “Kill on completed” in Cascade (under the required section)?
This is just a guess. I dont know if the engine considers this…

Hello,
so I’ve added particles to my gun thanks to GameplayStatics::SpawnEmitterAttached. The problem is that every time they’re spawned, they produce this error that logs on top of my play screen:

GameplayStatics::SpawnEmitterAttached spawned potentially immortal particle system! /Game/Levels/UEDPIE_0_Sandbox.Sandbox:PersistentLevel.BP_Deagle_C_0.ParticleSystemComponent_0 (/Game/Blueprints/Animations/PS_Muzzle.PS_Muzzle) may stay in world despite never spawning particles after burst spawning is over.

So far, I haven’t had any issue with my game so it might as well be a false positive. It is however concerning and that is why I’m looking for help here.

Spawning particles code:

if (!MuzzleParticle) {return;}

UGameplayStatics::SpawnEmitterAttached(
    MuzzleParticle, 
    WeaponMesh, 
    TEXT("MuzzleSocket"), 
    WeaponMesh->GetSocketLocation(TEXT("MuzzleSocket")),

    WeaponMesh->GetSocketRotation(TEXT("MuzzleSocket")),
    EAttachLocation::KeepWorldPosition);

I’m calling that function in blueprint at the start of my shooting animation.

I forgot to mention that I tried that, but didn’t think about restarting the editor.
In any case, it didn’t stop the log (and I tried Kill on Deactivate too).

Try

329678-ekran-alıntısı.png

Worked For me

329679-x.png

set loops to 1 and duration to 1