I find myself often wanting to have particles with no particular lifetime set, but have logic for when that particle will die. If I want to trigger a GPU event on a particle’s death, the logical approach would be to use the Set Alive block to false and then expect a Trigger Event On Die block that follows it to flow onward to a GPU Event.
However, in practice, this does not work. My workaround is to set a particle’s lifetime to a very high number and then when I want it to do, conditionally use a block to set its lifetime to zero. It works, but it bothers me that I still have to set the lifetime at all in the Initialize block. I want the particle to be immortal until it isn’t anymore!
But also, it reads more clearly to just simply have a Set Alive false immediately followed by a Trigger Event On Die. And more than that, it feels like a bug for this NOT to work!