The bIsActive flag on ParticleComponent is stored in a sequencer asset.
If it's true, PartilceSystemComponent::ActivateSystem is skipped at FParticleTrackExecutionToken::Execute.
In workaround, Setting the "Trigger" state at first frame instead the "Activate" state.
The "Trigger" forces to activate it whether it is true or not.
Result:
The particle is not displayed at a first loop.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-86224 in the post.
| 1 |
| Component | UE - Anim - Sequencer |
|---|---|
| Affects Versions | 4.23 |
| Target Fix | 4.25 |
| Created | Jan 6, 2020 |
|---|---|
| Resolved | Jan 7, 2020 |
| Updated | Feb 11, 2020 |