Currently, it is almost impossible to make a wide range of effects look good due to unnecessary clipping, because to the inability to change the X/Y origin of a particle emitters’ particles.
Without this, it is difficult to make alot of effects, such as impacts, explosions, jets of steam or fire and also muzzleflashes without unneccessary clipping of particles.
This example shows a burst steam pipe, with unintended clipping of the particles through the pipe and a wall.

Right now, the way to fix this is to edit the texture itself by adding transparent space in the image to change the origin (the middle of the texture) compared to the actual image content. This however greatly limits the usable resolution and makes flipbook particles almost impossible.
Result of manual texture editing

This method is basically squashing your texture in half, to make the edge of your texture the new middle of the modified texture.
This however could be reduced to 2 sliders under a ParticleEmitters’ properties, such as “XOffSet” and “YOffSet” and would make the whole process alot easier. We already can offset BillboardUIs, why not particles?
This is a basic feature implemented in almost every other game engine, such as UE4/5 and Unity, and are used often and to great effect to reduce clipping, and I believe the addition of this would greatly benefit alot of us aswell!


