VelocityInheritance overshoots

When using a ParticleEmitter with VelocityInheritance set to 1, the source for the particles will be ahead of where they are supposed to be, making it look like they’re not coming from where they should

I have AMD Ryzen 7 3750H with Radeon Vega Mobile Gfx + GPU 0 NVIDIA GeForce GTX 1660 Ti with Max-Q Design + GPU 1 AMD Radeon™ RX Vega 10 Graphics

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Try using locked to part unless you tried it already.

Thanks for the report! We’ve filed a ticket to our internal database and we’ll follow up when we have an update for you.

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this is still happening as of today, 7/31/2023.

i’ve attached a screenshot of footage (file doesn’t seem to upload) one of our testers sent us that shows the same problem occurring with one of our exhaust effects on our cars in Drive World.

note the red arrow, where a locked particle is coming out of the correct location, and the blue arrow, where an unlocked particle is “ahead” of where it should be originating from.

Bumping this post. It’s still happening in 2024. I can’t get my rocket smoke trail work without having the gaps. Locking it won’t create the trail.

you can adjust the rate of the particle emitter based on how fast the rocket is moving instead of using velocity inheritance. (via scripting of course)

That would work. However, it isn’t perfect as it will still leave gaps, making it look like bubbles.

another way is to use :Emit(1) whenever the rocket (particularly the point where the particle is spawned in) moves past a set distance (for example 0.1 studs). This should be run in client.

I am struggling with the same issue. When particles are emitted, they appear to jump forward in time immediately with velocity when they should only move every time physics does at the same rate as physics. This bug is widespread and must be fixed if particles are to be at all useable for these applications.