Description

The EventReceiver Spawn module doesnt seem to take in parameters from linked Particle Generated Event. When setting the location of the Blueprint node (In Location), the relative position of the Particle Event does not change.

Tested in 4.17.2, 4.18.3, 4.19.0, and Main CL-3981888

Steps to Reproduce
  1. Create a new particle system
  2. Add EventReceiver Spawn module 
  3. Set Spawn count in Spawn module to a constant  of 10
  4. Set Spawn count in EventReceiver Spawn module to a constant of 200
  5. Set the Event Generator Type in the EventReceiver Spawn module to Blueprint and name the Event name to Burst
  6. Create an Actor Blueprint 
  7. Add said particle system as component of Actor blueprint
  8. Within the Event Graph of the Actor blueprint, add a Delay node, have it be executed from the Event Begin Play function, and set the Duration to 1.5f.
  9. Add the Generate Particle Event Blueprint node which extends from the ParticleSystem component.
  10. Have the Generate Particle Event execute from the Delay.
  11. In the Generate Particle Event Blueprint node, name the In Event Name to Burst and set the In Location to (0.0, 600.0, 0.0)
  12. Move actor blueprint actor within visible distance of player pawn in scene
  13. PIE and wait 1.5 seconds for burst to take a effect

Result: Particle Burst spawns at the location of the Blueprint Actor in the scene

Expected: Particle Burst spawns 600 units away on the Y-axis relative to the Blueprint Actor's global position in the scene

Have Comments or More Details?

There's no existing public thread on this issue, so head over toAnswerHub just mention UE-57238 in the post.

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Backlogged
ComponentRendering - Cascade
Affects Versions4.17.24.18.34.194.20
CreatedApr 3, 2018
UpdatedOct 25, 2019