1 like 0 dislike
51 views

I want to use a skeletal mesh sampler as part of my games player character actor, which moves at high speeds. 

The skeletal mesh sampler works perfectly when the actor is stationary, but in motion the particles 'lag' or drag behind the actor, even though I am not using Mesh.sampleVelocity(pCoords).

Do popcornfx particles inherit the velocity of a parent actor by default and if so can it be disabled?

by metalayer (290 points)
Which version of PopcornFX are you using?
Also, none of the versions of PopcornFX automatically inherit the velocity of the parent actor. It always has to be done explicitly.

Just to be clear you expect the particles to stay fixed in space, but as the actor moves, the particles it drops behind are also moving slightly ?

Shoot us a mail at support@popcornfx.com referencing this thread, attaching your effect exported as a .pkkg from the popcorn editor, we'll take a look at it, see if we can spot the issue.

Last question: you're running this in which game engine?
Hi, I'm using popcornFX 1.13 with UE 4.17

>Just to be clear you expect the particles to stay fixed in space, but as the actor moves, the particles it drops behind are also moving slightly ?

Yes thats it. Although the drag is quite a lot, to the point you can't see many of the particles.

This video shows the particles at rest and then in motion - https://vimeo.com/391425087

Will email the .pkkg, thanks!

1 Answer

0 like 0 dislike
Replied directly on the support email.

Issue seems to be that particles were sampled at spawn time, so were left behind as the actor moved.

With slow movement speeds, the effect looked mostly ok because of a very small (~0.1s) lifespan, so they didn't live long enough to produce a noticeable "lag", unless the actor was moving quickly.

The proposed solution is to pick a random parametric coord on the mesh at spawn, then re-sample the mesh at evolve time in a localspace node.
by jbilalte (33.7k points)
...