Hello everyone, soo I’m having this issue with Niagara where I want to spawn Meshes and from those meshes I want to spawn another on the same location. So I have used before and never had an issue the spawn from another emitter and using the event handlers location. This time for I dont know what reason the second mesh always spawns but with delay. So played with the numbers and when I upscale the send rate numbers they spawn on time but they spawn more one over another, and I just need one. So is there any fix for this or any other way because I needed to do this for another vfx but wasnt able to.
Hi!
I think your issue is that generate location event sends events at a rate, meaning with a rate of 1 it will only send 1 event per second, and at higher rates send a lot of particles per second, which is why its spawning multiple over and over
For what you want to do, the best approach in my opinion is to add a second renderer to the same emitter, like so:
This way both renderers will share the same position, and spawn the same amount of sprites as meshes since its just the same particle spawning two renderers.
The only issue with this approach is that both renderers will share some parameters like the Color, so if you want to have different ones for each of them, you have to create a custom Color parameter and assign it in the bindings of the renderer, like so:
Hope this helps!
Yes man thanks a lot, I thought of this solution but in my examples the other mesh uses different material and with that different Dynamic parameters. Can I add 2 dynamic parameters and control them separately in the same emitter?
You can replace the DynamicMaterialParameter Binding in your second mesh renderer with a new vector.
Go to Particle Spawn or Update, set a new parameter and choose DynamicMaterialParameter (1,2,3,4 corresponding to the channel you need). Rename it as you wish and then in the mesh renderer Dynamic Material Binding, choose your newly created parameter.
This way you can control separately the dynamic material parameters of each mesh ![]()
Thanks a lot guys! Have been bothering with this issue for a long time ![]()
Hello people, sorry for bothering you again, I just got back to working on this VFX, so I’m having some issues now with the curves not working in the dynamic parameters even in the engine provided one. Any Idea what might be the issue here?
I’d say your curves aren’t working because they are on Particle Spawn so only getting evaluated on the first frame, you need to move them to the Particle Update
Mann this happens a lot
Thankss!!!








