Hey walkinginspace -
You can in fact get movement like you are looking for using Cascade and Blueprints. I created an example for you to look through. Some important things to note about this example, I am using a mesh emitter and the tail movement on the fish is done through a vertex shader (World Position Offset and Morph Targets). With the settings I am showing in Cascade, the mesh must be aligned facing the positive X Axis.
See the attached MP4 video in the [Zip File][1] to see the final render.
Here is the Cascade modules’ detail panels: (Note: The Sphere module does not need to be Seeded.)
Here is the Event Graph of the Actor Blueprint required to achieve the Swimming Off effect: (Note: The Blueprint’s Components only contains the Particle System itself, referenced as the variable ‘SlappytheFish’ and I also forgot to add a deactivate node for both emitters once they have been sized down to 0. This is a performance issue and should be included.)
You would add a Deactivate Node for ‘SlappytheFish’ after the finished off the Exchange Timeline and before the Play from Start Control Timeline. You would then add another Deactivate node, this time for ‘Fish Swimming Off’ after the Finished from the Control Timeline.
Thank You
Eric Ketchum