I’m just curious to know how other people are destroying actors which have an active particle system.
In my case, I have a fireball which impacts with the terrain. The fireball has a trail emitter attached to it. As soon as the fireball hits the ground, I stop emitting fire particles from the particle emitter. If I destroy the actor right away, the particle emitter gets destroyed as well and any fire trails instantly disappear instead of fade away.
Currently, my solution is to maintain a boolean flag to indicate whether or not the fireball is pending destruction. As soon as the fireball impacts with the ground, this flag gets toggled, I turn off the particle system, and create a hard coded “delay” which has a “destroy actor - self” at the end of it. It works, but it seems sort of “hackish” and I was wondering if anyone else has better techniques for destroying their actors while letting any particle trails finish up their particle lifetime sequences. Is there a way to just detach particles from the owning actor and put them into the global world?