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Stop Particles

Type: Action
Category: PARTICLE

Deactivates a particle emitter by hiding it with setVisible(False). Already-emitted particles may continue until they expire depending on the system settings.

Properties

Property Type Default Description
Emitter Object String "" Emitter object name in the scene. Empty = self.own

Sockets

Socket Direction Type
In Input Exec
Out Output Exec

Generated code

scene.objects['fx_smoke'].setVisible(False)

Typical usage

Stop smoke when exiting a damage zone

[On State Exit: FSM ID="engine", State="running"]
    └── On Exit ──► [Stop Particles: Emitter Object="exhaust_fx"]

Start / Stop pair

# On entering charging state:
[On State Enter: FSM ID="weapon", State="charging"]
    └── On Enter ──► [Start Particles: Emitter Object="charge_fx"]

# On leaving charging state:
[On State Exit: FSM ID="weapon", State="charging"]
    └── On Exit ──► [Stop Particles: Emitter Object="charge_fx"]

Notes

  • Hiding the emitter does not destroy in-flight particles — behavior depends on the particle system lifetime setting.
  • To completely destroy an instanced emitter, use endObject() (available in BT Custom Task).