# Weapon and particle emitter clipping

**URL:** <https://forums.unrealengine.com/t/weapon-and-particle-emitter-clipping/745724>\
**Category:** Rendering\
**Tags:** weapon, clipping, particle-systems, unreal-engine, fps, characters, question\
**Created:** [January 9, 2023, 8:03pm UTC](https://forums.unrealengine.com/t/weapon-and-particle-emitter-clipping/745724 "2023-01-09T20:03:21Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![1337Vinci](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/1337vinci/32/610794_2.png) [@1337Vinci](https://forums.unrealengine.com/u/1337Vinci)\
**Post date:** [January 9, 2023, 8:03pm UTC](https://forums.unrealengine.com/t/weapon-and-particle-emitter-clipping/745724/1 "2023-01-09T20:03:21Z")

</div>

Hello,

I’m looking for proper solutions how I can avoid the weapon clipping in FPS game. I found this tutorial [link](https://www.youtube.com/watch?v=zqfzvHCcvZs). It’s amazing. It resolves the problem with FOV also but I have some more issues.

1. When I attach Particles Emitter to the weapon (e.g. pistol flash) It is clipping with other objects.
2. During Idle animation weapon is swinging to the sides and attached emitter is swinging also but due to FOV calculations in material it doesn’t match the right position.
3. Can I achieve the situation when weapon is rendered the same way with different screen resolutions?  
I know that a lot of FPS games render weapon first somehow(and then everything works fine) but I don’t know how to do this in Unreal. Does anyone have some resources which can help me?
