Updating Point Gravity location for particles.

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.

Change the point attractor emitter to use local space (the emitter that actually has the point attractor on it).

It’s probably also more efficient to connect the particle system to a socket rather than updating it’s position every tick.

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.

Well it seems to work sometimes. I’m trying to get it to work with a third person character but doesn’t seem to work. I will try what you said .