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Emitter: TimeDelayRange

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    Yup you can do it like this:
    Set respawndeadparticles to false, AutoReset to true, and then set the reset time range to however long you want (reset time starts counting after all particles have died).

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  • started a topic Emitter: TimeDelayRange

    Emitter: TimeDelayRange

    I am making some light shining into a dark room, and i want to put some emitters that show the texture of a spark and fade it away, wait 2-3 seconds, show it again. and repeat. But the TimeDelayRange in the Time category makes UnrealEd crash everytime I edit a value in it.

    (I'm supposing that this timeDelayRange waits however long and shows the texture again... I never saw it work because it would always crash)

    is there another way to do this?