I’m having an issue where the VFX on my spawners (both custom niagra and built in UEFN vfx) aren’t being shown after teleporting the devices to the arena, but they’re working fine in my debug area right next to where the devices start in the map.
I’ve tried with World Streaming enabled, and disabled. I’ve also tried with Propagate Draw Distance on Additional Components enabled and disabled.
I’m enabling VFX through verse with VFXSpawner.Enable() and I have the devices disabled on all phases.
This is not only occurring in editor but in a private published map during a playtest.
This is the same for the built in effects Musical Notes. I’ve also removed all post processing volumes.
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It turns out this has something to do with the collision within the VFX spawning themselves.
Still working out what exactly needs to be changed within the particle emitters to fix this but will update when I figure it out.
After about 8 hours of testing and troubleshooting I have come to the conclusion that something about the line of sight between (what I can only presume to be) the player (or camera), and the VFX spawner will prevent the VFX from loading.
I don’t believe that this is the only culprit here, but I’m only having this issue when there are other static meshes and props around in the arena. Everything is fine in my debug area.
This clip was fairly definitive for me:
You can see that the VFX spawner is in the correct location, polled twice within the function before and after being enabled, and upon strafing to the side to get clear view of where the VFX spawner would be I get the effect (although late).
The TL;DR is - The VFX spawners and creators work inconsistently. Using the built in VFX is out of the question since they rely on these devices. New method is creating a blueprint prop with a niagra system inside it set to auto trigger, and then spawning it on demand, and disposing it afterwards.
You can find a tutorial on how you would go about doing this here (just switch the pet prop with your new niagra blueprint, spawn it where you would normally play vfx, and make sure you cull it when you’re done with it):