UE5 Niagara, stop the "Solve forces and velocity" module from inheriting velocity.

As the title says. I’m trying to create a particle system in Niagara that leaves a sort of “ghost” behind a character as it moves. I’m doing this by using the “Initialize Mesh Reproduction Sprite” module to place the particles on the surface of the mesh and then using a “Curl Noise Force” module to add some movement to it as it fades away.

The Curl noise force requires that I use the “Solve Forces and Velocity” module for it to function but the problem is that now the particles inherit the velocity of the character as it moves instead of staying in place. Is there any way to get around this?

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I havn’t tested that, but i gues the velocity will be set by your update mesh module in the update state of the emitter.

what you could do, is write a cutom scratch module, place it between your mesh module and the curl noise, and set particle velocity and forces in there to 0.

this might prevent the curl noise modul from accelerating the partcile, if it does, i would write a second modul, place it before the mesh update, and save the current partcile velocity there in a custom variable.
then instead of setting it to 0, set it to the retained value.


Hey I got a similar question like yours recently, I clicked this local option and it fixed> I hope it could help you.