I’m using a particle to spawn a mesh in world space and position works fine (if emitter moves, particles do not move with emitter) but I can’t seem to get the particles to maintain the orientation of the emitter at time of spawning unless I add a little bit of velocity and add an orientation block to orient along velocity. Is there a better way to do this?
I basically want the particle to spawn in place with the orientation of the emitter at birth. so if the emitter moves the particle is left behind until it dies. hope that makes sense
Well, it’s hard to rotate towards velocity when it equals zero. If you want to spawn rotated particles without velocity you can try to orient them towards target position, however this will align them towards camera.
If you want to fix their rotation in world space try this:
To build upon @XieJiJun answer, you could use a “LocaltoWorld” Block operator and use it to feed a “Set Angle.XYZ” Context Block. This should prevent the need to use an “Exposed Transform Property” and to Bind it to an Scene Actor.
You might want to swap the Angle Axis, or Add to it based on what orientation you’re looking for.