Hey all! I’ve been doing some experiment in UE4 over the weekend using a looping fire texture, but I’ve run into a two problems that I was hoping somebody had some more insight on
1: I’ve been trying to distort my fire texture (A simple spritesheet, 8x8) by plugging some panning noise into the Particle SubUV nodes “UVs” input to make the fire more lively. However, Unreal seems to completely ignore whatever input goes into it. Does Particle SubUV not accept UV input, or is there some kind of toggle I need to check?
2: Since my texture can endlessly loop, I’m using the “SubUV movie” node to control the framerate of it in Cascade. Currently I’ve set it up using a constant curve with the framerate being set to 24 FPS at spawn and 12 FPS by the end of the particles lifetime. This works fine when I try it - The framerate starts at 24 FPS when the particle spawns and then steadily slows down to 12 FPS as it should.
However, I would like to introduce additional randomness into the effect by randomizing my starting frame. But when I try to randomize my starting frame by setting the “starting frame” parameter to 0, the framerate appears to break completely and it just seems to jump to random values during the duration of the effect. This seems like something you would usually solve by checking the Spawn Time Only box, but I can’t find that option on the SubUV Movie node. Any ideas?