Hi, I’m hoping someone can help me quickly with this small problem. I’m just trying to construct this project so a load of p_fire emitters start as disabled and then switch on as the screen fades to black so they are there when it fades back in.
I’ve been trawling the web all morning and found various refs to simply selecting the emitter, going into matinee and then making a toggle, visibility or particle track (particle replay track?) - I’ve tested it with a static mesh of a truck which works with the viz track, but for some reason none of this works with the emitter, just the default P_fire that comes with UE4. If i select the icon in content browser or in world outliner it seems to deselect it when i go to matinee, suggesting it cant be linked to any of the tracks, or just doesn’t toggle the emitter on or off.
Any suggestions as to what i’m missing here? I’ve got matinee to start when level loads and also have P_fire ‘auto-activate’ disabled.
Is there something different about the default p_fire emitter or something? IS it more complex? I’ve just gone and checked that kill on deactivate box but still it doesnt seem to respond. I’m really just adding it from content browser, adding a particle group in matinee and then adding a key frame. Is it more than just this? Feel like im missing something!
Take a look at this video: ?v=cNY4nr1ZKA8 It shows you how to use particles in matinee
Dont know if it’s different, normally it should work the same as in the video above
Legend! Just the thing i was looking for. Turns out i was doing everything right except selecting the fires AFTER making the particle group, then making a keyframe, and not before