0 like 0 dislike
72 views

Hi, 

This is a continued issue from another post I make a few weeks ago. 

Link here -> https://answers.popcornfx.com/2303/particles-at-high-speed-moving-abnormally

This was fixed... Until we updated PopcornFX. This being from 1.4 to 1.6 for the plugin and 1.11 to 1.12 for the editor. UE4 has stayed at v4.16. 

Note: The issue of the flames being moved forward is worse now as they fire further than in the previous issue.

Thank Hope you guys can help, any images required let me know. 

asked by Jamesking96 (960 points)
Hi James,
PopcornFX's UE4 plugin v1.7.0 was just released yesterday, did you try with this one ?
You can change PopcornFXSceneActor's ticking group directly within the scene properties "SceneUpdateTickGroup"
We have not tried this yet, I can ask the team how difficulty I will be to update. However, the option seems to be available in 1.6, does it not work in this version. Also as a side note: the SceneUpdateTickGroup is changed in code to work post physics.
Just to make sure you are facing the same problem, can you send us a short video showing the problem. If the effect didn't change since last time we don't need it
Thanks :)
Sure I'll send an email, Is it the same email I spoke to you before on or am I emailing popcornfx.support? As for the particle, it has changed, however, I have only added a random element allowing for the particle to spawn 1 or 3 particles within a folder. I know this is not the issue as I had the issue before making this change.
Yes support@popcornfx.com is the correct address

1 Answer

2 like 0 dislike
 
Best answer

Hi,

We were able to identify the issue with James, and to sum up:

  • Changing MaxMicroUpdatesPerFrame on a CParticleState, with a child localspace evolver breaks the localspaced particles. (see https://wiki.popcornfx.com/index.php/Evolve_state).
  • PopcornFX UE4 plugin isn't queueing enough frames to render, so if there is too much desync between rendering and game thread, PopcornFX particles can be rendered too early.
The second issue will be addressed in the coming weeks. We target the next v1.8.0 estimated early january.
Thanks for reporting this problem
answered by HugoPKFX (15.8k points)
...