I have been trying to get particles to flow to an actor with blueprints.
Like how beam particles need a source and a target? I was able to update the beam’s end point to an actor and updating in real time.
I’ve tried using the point gravity module in cascade and seeing if i could update the location in blue prints, but had no luck.
I was wondering if you could do the same with particles (not beams) Thank you in advance!
After more figuring out, I switched from point gravity (a gpu) to a point attractor (cpu). With the point attractor I am able to make the location of the attraction point a particle parameter. I named the parameter Location, so that I am able to manipulate it in Blue prints. I used the event tick node in blue prints to update the “Location” parameter in the blue prints. I made a variable and set it to actor, so that the location of the actor is the location of the attraction point in the particle. I get some movement. But not towards the actor. I am still tinkering around with it, but if anyone can help that would be awesome!
Again the effect i am trying to get is have particles flow to a certain location (an actor or pawn). If there is another (better) way to get this effect, pls let me know! Thanks in advance.
Hello! Thanks for responding! I actually figured it out. I had to make the Attractor point have a bigger range and changed the distribution to a Parameter.
When you say attach the particle to a socket, do you mean the emitter? Or the attracors location? Because the attractor location will be changing through the level.
What i am trying to do is have the particle emitter on my character (i guess this is where the attach particle to a socket comes in?) And when i right click on my target, the particles will emit from the emitter and towards my target.