Hi!
I’m afraid this is a limitation by design (not sure if it is documented, probably not).
When using strips with GPU events, the strip index is taken from the particle ID. This means that, if a particle died and a new one was generated with the same particle ID, they would use the same strip, with unexpected results.
For this reason, particles in the parent system are forced to be kept alive until their attached strip is empty. This has 2 main consequences:
- What you are seeing, that child system prevents the parent from spawning particles over the number of active strips.
- If you had more than one strip child system, the parent system only checks for the strips in the first child, potentially allowing the issues that we are trying to prevent.
This will be reworked in the future.
Hope that helps understanding this unexpected behavior!