URGENT - Missing fireworks from Unreal when playing In Aximmetry (Augmented Reality)

 

I've added several fireworks made using Cascate, and even the one that comes with the DMX plugin which is made using Niagara, and none of them appears to be working. They work fine when playing inside Unreal, but when I try to use them In Aximmetry, I can see their launch points, but nothing happends when I tell them to launch.

Please, any help will be greatly appreciated, my project revoles around using fireworks In Augmented Reality, and I need this done like tomorrow.

   tiagosilvadiretor

 
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tiagosilvadiretor
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Just discovered what the problem Is, but I can't find a solution for It. The Aximmetry AR blueprint search for the current actors in the scene with the "Aximmetry AR" tag, and then ignores any new object spawned using another blueprint. I'll see what I can do with the blueprint, however, I'm extremelly disappointed that I can't spawn new actors inside the scene by default.

 
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tiagosilvadiretor
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Alright, I've managed to get everything working. 

Just In case anyone stumble upon the same problem, what I did was add the "Get all actors with tag", and "Set Show only actors" with color capture as it's target, to event tick. After that, you must add an actor tag to everything that you spawn in the scene, otherwise It won't show.

Note: there may be some components that you can't add a actor tag (in my case, it was a cascate emitter that I couldn't apply the actor tag), and my solution was to spawn the component attached to an object in your blueprint, with the tag applied.

 
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TwentyStudios
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If it’s just pyro/fireworks, you could also try rendering it on black in UE4 and composite it on your video using the Blender module with a suitable blend mode (like Screen).

 
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tiagosilvadiretor
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Almost did this if I hadn't found the solution, glad I've managed to found It since I've needed them working all at the same time on various places.

 
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mleobet
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The same problem here, i will try like you