I forgot to mention we also have this very basic particle emitter when the beams connect from opposite sides.:
http://107.161.22.27/paste/images/3.png
and this has the same problem (going invisible), so I don’t think the beam source/target are the problem. This ‘ball’ particlesystem’ s position is set simply with SetWorldLocation( FVector v ), and like the beams, works great at the beginning of a scene.
As extra information, we create all the beams and ball in C++ constructors.
PCIP.CreateDefaultSubobject<UParticleSystemComponent>( this, TEXT("BeamParticles") );
and here’ s something interesting:
http://107.161.22.27/paste/particles2.webm
- players move away from the start zone, so we introduce the bug
- activate beam, but we can’t see it.
- Eject from game, beam is still invisible
- Move the camera outwards in the editor, et voila: the particles appear again.