Updating mesh rotation when the position is set directly?

Hello!

I have some trouble with an effect I’m working on. Basically, it is a swarm of homing projectiles that fire around the character, settle there for a second, before crashing on their target.

The main particle is driven via blueprint where I get the target position use that to create the whole movement so it’s more predictable than with using forces.

My problem is twofold:

  • How can I make the other emitters follow the first one? Since its position is hardcoded, it’s very hard to find a way to have this leader/follower relationship. The solution I came up with was to spawn particles with location event and give them a delta time lifetime so they appear to be following their leader, so far so good.
  • The second one is a bit more complicated: there is no velocity, only position, and I have no idea how to retrieve the orientation of the parent particle via scratchpad. I tried comparing the previous position to the presolve position, but the lack of delta rotator function makes it complicated. How can I work around that?

Here’s my setup for my particle’s positions, for context:

Thanks!

You could use the ‘spawn particles from other emitters’ module to solve the first problem. After adding it, the follow up module which would be added in the ‘Particle Update’ section would give you the option to specify what attribute/property you want to sample from the leader emitter. It might even solve the second problem as well.

TharleVFX just posted this video which I think is exactly what you’re looking for :slight_smile: https://www.youtube.com/watch?v=nvL_PwOCS-k&t=22s

Yes, I asked this question on the Discord and that was basically an answer to my question, what a legend!

Thanks for linking it here!