The emitted mesh particles can inherit the orientation of the object, to which the emitter is attached.
>InitMeshRotation>Rotation>Inherit Parent
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shouldn't this be easy? (cascade question)
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Weveran repliedI don't think this will answer your question, but what I usually end up doing is looking in UDK's assets for something that matches what I'm going for and creating a copy of it to start from there. not sure exactly what you're trying to achieve though.
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NickelSlick started a topic shouldn't this be easy? (cascade question)shouldn't this be easy? (cascade question)
All I want to do is spawn a Mesh particle with the rotation and location of the asset it is attached to without following it. This was really easy to do in every other package I have worked in but I can not seem to figure it out in Cascade.
I either have local space or world space...no in-between. Does anyone know how to do this?Tags: None
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