Very much a beginner here, please forgive my limited understanding of these systems.
I have a large nebula-like cloud of particles in a spaceship-based game I’m working on in an intro class. When the player flies into this cloud they can “gather” a resource from it, which deactivates the particle system upon completion. Because the largest “cloud” particles are very long-lived (2 minutes), a cloud that has already been harvested can mislead a player into flying over to it to attempt to harvest it again (there are other shorter-lived particles in the system, but they aren’t as obvious from a distance.)
I am struggling to figure out how to fade out these existing particles much faster (5-10 seconds max) after disabling the system. I suspect a vector parameter multiplied on the existing alpha channel should be useful here, but I’m stumped on how to set it up in the blueprint.
Any help would be much appreciated.