"TEXTURES NOT SHOWING UP FIX" The solution is to navigate to your content drawer. Then, open the circle material applied to your mesh. Inside the material, click on the largest node (the thing you connected all the textures to). Once you click it, at the bottom left of the window, you will see the details tab. In this tab, there is a search bar; search for "usage." You will see multiple options. Check the box next to the option 'used with Niagara mesh particles. By doing this, your textures should work properly. (IF THIS HELPED LIKE IT SO MORE PEOPLE CAN SEE IT)
Great. But how do i do it with weapons like swords and vehicles. And can i make it with a trigger so that its on only when i press the trigger and after pressing the trigger again it turns off?
You would need to use an in-game weapon, then scale and transform the mesh to cover the weapon. By selecting the hand as the chosen socket, it should cover the weapon if you positioned the mesh right. You'd basically just be hiding the fortnite asset. but idk if this would work for vehicles.
@@ozerkahvecioglu1564 Yeah I'm not sure if there's a way to hide the effect when you switch weapons. I know that there's a "clear" function in the vfx powerup though so maybe you can figure something out with that.
You might get this alot but you've helped me quite ALOT on understanding UEFN begginer guides You are absolutely extraordinary and know that YOU are appreciated 🙏 keep making these cool projects
Little extra info I thought I'd share but, unless you're worried about shader complexity, importing a glb instead of an fbx or obj will save you the hassle of having to go setup the material as it will come in already setup, also the converter material function does a really great job of recreating the material just as it was on export(basically it'll look great)
Our mans is back! Great to see your tutorials lately. I tried to do the HDR one but can't get consistent lighting to save my life XD Going to have some really dope content coming up with this technique combined with some of my older tech been waiting to release. Very exciting patch!
Hey was wondering if you could do an updated version on your custom character as right now they are flooding discovery and everyone is trying to find out how to do it perfectly
Import your static mesh and animations as a .fbx from blender. Make a blueprint actor from your static mesh. Add your blueprint to a custom character definition. Pick it from the drop-down in your npc spawner. Then use the verse code in the UEFN documentation. I think😁
help please. is there anyway to completely remove the collision of props provided by UEFN. I have already selected "No Collision" under mesh in the details tab for the prop, and in the "StaticMeshComponent" in the details tab, under Collision --> "Collision Presets" I have set to "NoCollision" but the prop still has a collision. To be clear I want the player to be able to walk through the prop.
Are you able to change the full player model in game with Verse. For example so player can select a rpg class for example and gives them that body and animations?
Hmm my model is appearing without the textures. The textures are applied correctly though, and when I drag the asset onto stage its there correctly - just not when I playout into a session any advice?
With this you can do anything: -Basic sword=lightsaber -Ballistic sheild=captain America’s shield -Boomerang= Batarang,mjolnr, or captain America’s sheild -Motercycle= bat cycle
Ty this was perfect as I'm doing a marvel box pvp and I will now use the ballistic shield for captain Americas shield and a infinity blade for those stormbreaker
To fix the issue with having to respawn to remove the particle effects: If you keep the Particle State Module in Particle Update and set the lifetime to something like 0.1 seconds and switch the Spawn Burst Instantaneous Module for a Spawn Rate Module that's set to something like 10. It will function identically to your current setup but the particles will now expire after 0.1 seconds. Now you can use the Clear event on the VFX Powerup device to remove the effect. Annoyingly this event is not exposed in verse but you can bind the event to a Trigger device and activate the Trigger through verse instead. Hope this helps! 🤠
You are my hero! I've been trying to find a fix for this issue in a project (we had to forcibly respawn to remove the effect every time, and it's cumbersome).
Hey pls tell me, how can we make custom weapons? Main one being a sword. I was wondering if there was a way to replace the sword mesh with another type of sword and still keep the same animation
Hello, My name is Casey, I love your UEFN videos and find them super helpful when editing my projects. I had a question regarding The transporting of assets. I Imported a downloaded asset to UEFN but wasn't the right size, it was HUGE. So I moved it to blender, resized everything mesh/skeleton/etc. to about 4% original size, moved it back to UEFN and it was the right size UNTIL i added animations/animation presets which came with the original asset. Doing so reverted the size to HUGE and removing the animations brought it back to where I wanted it to be. For reference I am trying to make a trex that runs at you and attacks you. I appreciate the helpCasey V.
Great tutorial! Do you know if there's a way to clear the effect after some event? I think the Powerup's Clear function isn't exposed to Verse code, but it also didn't work for me when I've tried with a Trigger event
Not sure why but when players are on opposing teams they cannot see each others VFX mesh. I have each power up set to all for who can see and everyone for team relationship visibility.
One more question: When trying this in a multiplayer lobby with different custom heads, the heads sometimes show up wrongly or not at all, both on me and my opponent. Is this something that gets fixed in the upload or is it a general issue?
@@Zandomeister to fix the gray texture you need to change the material instance into a normal material and check the 3 options related to niagra effects
How do i change the texture on the model? When i port it normally its broken but I can drag a drop the right texture on it, but idk how to do that with that vfx menu
Hey i need a help regarding multiplayer & custom player class i watched your video but still could you please make another video on how to spawn multiplayer with thier correspondence animal like if animal dies it's master dies etc.
Hello, does anyone know anything about UEFN? I'm in the process of creating a pvp box but I don't know how to associate the image of the hero superior with his good class, I'm a French designer
Still unclear about how to make this for weapons. How can I make a custom model for a weapon in a way that looks right to the player? If I used the method described in the video alone it would keep the model even when switching to other weapons/pickaxe and would potentially be phasing through the original model, creating an undesirable look.
Hey Warforge ! Great video ! Thnaks for good example ! But I'm having problems with players displaying vfx. Some of them see normally, some of them do not have it at all or it works through . I would be very grateful if you can help me solve this problem, how to make it stable for all players?
@@frenzy_tw5363 Static Meshes can't have physics like chains because they don't have any bones. That's why I was asking if it is possible with "Skeletal Meshes"
I changed the island settings to default class 1, then created 16 player spawners exclusively for class 1. Following that, I implemented a button to pick up the VFX and a class selector to switch the player to class 2 if they pick up the VFX. Additionally, I made 16 more player spawners for class 2 only, but if a player spawns on it, I made it to pick up the VFX device every time they get eliminated.
@@Canncy ah so when you spawn you're Class 1. you pick up the VFX and now you now become class slot 2 which then spawns you on the spawnpads that grants you them "on spawned". so im guessing the "on cleared" function under the VFX makes you Back to Class slot 1. Genius work around👍. wish i knew verse to make this cleaner though lol.
My Niagra vfx works perfectly fine but no textures, the hat appears grey, i already tried diferent things but i just cant make it work, i appreciate any answers
Hi, I know this is probably not the place to ask, but I am having serious performance issues on my UEFN map, it came out of nowhere and is almost unplayable. I wrote in more detail about the problem in your discord community in non-code problems. I don't know if you can give me your opinion or something
Anyone else running into a bug and being unable to remove the VFX? Initially I had mine set to infinite and then tried removing the vfx when the player entered a volume. Then I set it to be class based and switching classes on entering a volume didn't work. Then I just decided to try to make it time based. So I turned off infinite and set it to 3 seconds. It literally never goes away and I'm not entirely sure what's causing it other than a bug.
I found that it's not actually an issue with the VFX Powerup device. It's the method that we're using to create the Niagra System. The system by default using this method will keep working infinitely whether you set infinite duration on the Powerup device or not. If you inspect the Niagra system properties you'll see everything is set to work infinite in a loop. For most people's use cases, this is perfect and you'll be happy with it working indefinitely until the player gets respawned. However, if you've thought of a use case to limit the amount of time that the VFX plays, you're going to have to edit the Niagra system to work for a limited time. I have NOT found out how to make it work infinitely and be affected by any of the duration settings in the VFX Powerup device. Or for example the way I originally wanted to make mine work, which was to have the Niagra system work indefinitely, but stop working on whatever event I bound the Clear function to. So if anyone else ends up having an idea where they want the VFX to fall off on an event bound in the VFX Powerup device, we need to come up with a solution. And I think the solution lies somewhere in the Niagra system settings. Makes me wish we could inspect the baked VFX that they use for the default effects like Glow and Outline. Because those stop working properly if you bind an event to the Clear function.
I should have waited to update myself on this. I figured out why the VFX wasn't clearing out after following this tutorial. By default the Niagra system uses Self (Self being the Niagra system that you just created) to determine the lifecycle of the system. If you want your VFX to work like the official VFX that Epic makes, that can be controlled by devices, you need to change the Emitter State (under Emitter Update) to System instead of Self. This way the Niagra system is no longer in total control and you can set durations in the Powerup device, or if you wanted, set the Powerup device to Infinite Duration like what is said in this tutorial and use the Clear function to bind an event like entering a volume or some other event. Hope that makes sense to anyone else that was trying to do what I was doing.
"TEXTURES NOT SHOWING UP FIX" The solution is to navigate to your content drawer. Then, open the circle material applied to your mesh. Inside the material, click on the largest node (the thing you connected all the textures to). Once you click it, at the bottom left of the window, you will see the details tab. In this tab, there is a search bar; search for "usage." You will see multiple options. Check the box next to the option 'used with Niagara mesh particles. By doing this, your textures should work properly. (IF THIS HELPED LIKE IT SO MORE PEOPLE CAN SEE IT)
thanks!
@@CrackedVadar Np
absolute goat
thanks man
@@DORAGON-ERR 💯
Great tutorial 🔥
Great. But how do i do it with weapons like swords and vehicles. And can i make it with a trigger so that its on only when i press the trigger and after pressing the trigger again it turns off?
You would need to use an in-game weapon, then scale and transform the mesh to cover the weapon. By selecting the hand as the chosen socket, it should cover the weapon if you positioned the mesh right. You'd basically just be hiding the fortnite asset. but idk if this would work for vehicles.
@@3riormrsup thanks i made it work with a sword but the only catch is once i get the sword it stays on and cannot be removed.
@@ozerkahvecioglu1564 Yeah I'm not sure if there's a way to hide the effect when you switch weapons. I know that there's a "clear" function in the vfx powerup though so maybe you can figure something out with that.
@@ozerkahvecioglu1564did you ever figure this out?
@@CryinOverSpilledTea hook the 'clear' up to a trigger. When you switch weapons you need to trigger that trigger which will clear it
thank you so much!! but can you do it with skeleton meshes?
you explain it so well
Please do a tutorial on NPCs 🔥
NPC tutotial is an very good idea !
@@SanDuKul He is probably doing this as we speak, Always does the new stuff!
@@nmancreative niceeee :D thanks you
You might get this alot but you've helped me quite ALOT on understanding UEFN begginer guides
You are absolutely extraordinary and know that YOU are appreciated 🙏 keep making these cool projects
Little extra info I thought I'd share but, unless you're worried about shader complexity, importing a glb instead of an fbx or obj will save you the hassle of having to go setup the material as it will come in already setup, also the converter material function does a really great job of recreating the material just as it was on export(basically it'll look great)
Also those tend to be smaller in size as well
My object doesnt have textures attached to it if i follow the video but when i just drag it in the world it has
@@dailyxqc7458 I have that problem too, did you find a fix?
I have the same problem as you, have you found a fix yet?@@dailyxqc7458
i have the same textures problem it appears grey, you guys managed to fix it? tell me how pleaseeeeeeeeee
Our mans is back! Great to see your tutorials lately. I tried to do the HDR one but can't get consistent lighting to save my life XD
Going to have some really dope content coming up with this technique combined with some of my older tech been waiting to release. Very exciting patch!
🔥
@@WarforgeXP Hi, is there a possibility to contact you? I need your service for a Mapvoting System on the UI
I follow you from Egypt and I say thank you for this content ❤
Anyway to also put in an animated character instead of a static mesh or an unanimated one?
You're absolutely amazing! Great job
Thank you so much!
Legend as always! Don’t ever stop ❤
Hey was wondering if you could do an updated version on your custom character as right now they are flooding discovery and everyone is trying to find out how to do it perfectly
I learn so much from your videos! Everyone is voting for the new npc device tutorial. Here’s another vote.
Import your static mesh and animations as a .fbx from blender. Make a blueprint actor from your static mesh. Add your blueprint to a custom character definition. Pick it from the drop-down in your npc spawner. Then use the verse code in the UEFN documentation. I think😁
Really great tutorial
Glad you liked it
Is it possible to comnect it to a boomerang?
Strong Thank you!
To fix the gray texture you need to change the material instance into a normal material and check the 3 options related to niagra effects
I was giving up, thank you bro
@@Pedrops np
@@Asxfa how to change to normal material instance
@@QuaniCR well you need the texture, if you only have the material instance then idk sorry
Is there a way to complete remove and replace the actual fortnite character with one of these fbx custom heads or bodies?
help please. is there anyway to completely remove the collision of props provided by UEFN. I have already selected "No Collision" under mesh in the details tab for the prop, and in the "StaticMeshComponent" in the details tab, under Collision --> "Collision Presets" I have set to "NoCollision" but the prop still has a collision. To be clear I want the player to be able to walk through the prop.
Are you able to change the full player model in game with Verse. For example so player can select a rpg class for example and gives them that body and animations?
(Personal notes): 5:01
Could you make a video on the knockback effect when being damaged. Similar to the map mega knockback?
Could you make a video on handling rounds in Verse🙏
too op. I was literally wondering how I could do something like this yesterday, thank you
Hmm my model is appearing without the textures. The textures are applied correctly though, and when I drag the asset onto stage its there correctly - just not when I playout into a session
any advice?
same happens to me i have a grey hat
What about NPCs? Whenever I try with models from SketchFab they’re never scaled properly
Import them to Blender first.
Can you use skeletal meshes with animation to essentially have a new player mesh?
?
how can i do it but with a Skeletal Mesh
With this you can do anything:
-Basic sword=lightsaber
-Ballistic sheild=captain America’s shield
-Boomerang= Batarang,mjolnr, or captain America’s sheild
-Motercycle= bat cycle
Ty this was perfect as I'm doing a marvel box pvp and I will now use the ballistic shield for captain Americas shield and a infinity blade for those stormbreaker
I'm gonna make infinity gauntlet abilitys using this
Will you ever come back?
idk why but the textures are not showing on my models, anyone know how to fix?
Did you fix it?
This will help me So much in one of my Maps I'm Working On!! Thank you 🙏
To fix the issue with having to respawn to remove the particle effects: If you keep the Particle State Module in Particle Update and set the lifetime to something like 0.1 seconds and switch the Spawn Burst Instantaneous Module for a Spawn Rate Module that's set to something like 10. It will function identically to your current setup but the particles will now expire after 0.1 seconds. Now you can use the Clear event on the VFX Powerup device to remove the effect. Annoyingly this event is not exposed in verse but you can bind the event to a Trigger device and activate the Trigger through verse instead. Hope this helps! 🤠
Thank You for this i was looking to do the same the only issue is i added The Partical State Module but i dont see where i can change the time to 0.1
You are my hero! I've been trying to find a fix for this issue in a project (we had to forcibly respawn to remove the effect every time, and it's cumbersome).
Finally I needed this. Next video pls be custom npcs
Hey pls tell me, how can we make custom weapons? Main one being a sword. I was wondering if there was a way to replace the sword mesh with another type of sword and still keep the same animation
bro why no more content? you have such great knowledge that can help your channel grow
Hello, My name is Casey,
I love your UEFN videos and find them super helpful when editing my projects.
I had a question regarding The transporting of assets.
I Imported a downloaded asset to UEFN but wasn't the right size, it was HUGE. So I moved it to blender, resized everything mesh/skeleton/etc. to about 4% original size, moved it back to UEFN and it was the right size UNTIL i added animations/animation presets which came with the original asset. Doing so reverted the size to HUGE and removing the animations brought it back to where I wanted it to be. For reference I am trying to make a trex that runs at you and attacks you.
I appreciate the helpCasey V.
Nice Video! I have a question about the pivots and offsets. Won't they always be different depending on the skin a player is wearing?
Has anyone found a way to remove a mesh once its attached to the player??? I can't seem to get it to work with the built in functions.
Commenting incase someone figures it out
i cant get my mesh to stay on the player, when the respawn its gone. I tried the persist on elimination and the setting wont work
But what about publishing such content? If, for example, the model has a CC Attribution license?
Awesome video! i started to mess around inn uefn and these are super helpful, Any info on how to do proximity chat?
Great tutorial! Do you know if there's a way to clear the effect after some event? I think the Powerup's Clear function isn't exposed to Verse code, but it also didn't work for me when I've tried with a Trigger event
Clear doesn’t work in verse or in event binding. So far the only way I’ve seen to remove is respawn
Try to set duration to 0.1 and call Pickup, it will clear itself after 0.1s
@@Denis-we1sf this doesn't seem to work
@@WarforgeXPrespawn doesn’t seem to work either?
Great as always!
Thanks again!
thx for this tut, its working fine!
Is there a way to despawn the vfx when im holding other weapons or building?
How do you do it with vehicles and weapons
Can you show us how to do it with cars? PLs
I want to make the stark bus
Not sure why but when players are on opposing teams they cannot see each others VFX mesh. I have each power up set to all for who can see and everyone for team relationship visibility.
It’s glitchy sometimes
hey, maybe you are checking your new messages. I am curious why you stopped making videos and will you ever start going again? Love your videos!
awesome video. thanks for the tips!
You bet!
One more question: When trying this in a multiplayer lobby with different custom heads, the heads sometimes show up wrongly or not at all, both on me and my opponent. Is this something that gets fixed in the upload or is it a general issue?
You can try do a Device. All the code of the device programed by you?
hello sir, are we able to make an explosion that destroys terrain?
Anyone know why when I put the static mesh into the vfx it loses its color
my texture too, it appears gray, did you managed to fix it???
same here
@@Zandomeister to fix the gray texture you need to change the material instance into a normal material and check the 3 options related to niagra effects
What do i need to choose if i want to do it on a gun at 4:35
Can you do this without uefn? I wanna use exsisting props as hats that already exsist in fortnite
it doesn't allow multiple vfx... why? head, weapon etc
How do i change the texture on the model? When i port it normally its broken but I can drag a drop the right texture on it, but idk how to do that with that vfx menu
did you find a solution?
i dont know what i would do without you and other uefn creators, in my opinion the uefn verse documentation is not very good
I attached a sword mesh on my character's left hand, but you can still see the original sword underneath. Is there a way to make that one invisible?
You just have to make the scale exactly so that the sword underneath won't be visible
Hey i need a help regarding multiplayer & custom player class i watched your video but still could you please make another video on how to spawn multiplayer with thier correspondence animal like if animal dies it's master dies etc.
even the persistence option is enabled the custom effects are not showing does any one knows why?
I think they patched it
@@lonrot yeah they did
Will this method work with point lights to place over the character’s head?
Great tutorial
Thank you!
Hello, does anyone know anything about UEFN? I'm in the process of creating a pvp box but I don't know how to associate the image of the hero superior with his good class, I'm a French designer
This is 🔥
Still unclear about how to make this for weapons. How can I make a custom model for a weapon in a way that looks right to the player? If I used the method described in the video alone it would keep the model even when switching to other weapons/pickaxe and would potentially be phasing through the original model, creating an undesirable look.
nice 🔥🔥🔥🔥❤❤
nice dipper cap I love gravity falls!
what formats do the files have to be for the 3d model
4 months since the last episode! hope you are ok 🙄
Hey Warforge ! Great video ! Thnaks for good example ! But I'm having problems with players displaying vfx. Some of them see normally, some of them do not have it at all or it works through . I would be very grateful if you can help me solve this problem, how to make it stable for all players?
Amazing thank you!!!
works fine but for some reason the static mesh im using the material/color on it isnt showing any reason why? ive tried many different props
mine too, it appears gray, you found a way to do it let me know pleaseee
@@Asxfa same issue
Is there a way to do that with Skeletal Meshes instead of Static Meshes?
?
@@frenzy_tw5363 Static Meshes can't have physics like chains because they don't have any bones. That's why I was asking if it is possible with "Skeletal Meshes"
@@FZone96 Yes, that's a really important question.
you found a solution?
Is there any settings to make it infinity? Like after elimination don't disappear
did you ever figure this out?
I changed the island settings to default class 1, then created 16 player spawners exclusively for class 1. Following that, I implemented a button to pick up the VFX and a class selector to switch the player to class 2 if they pick up the VFX. Additionally, I made 16 more player spawners for class 2 only, but if a player spawns on it, I made it to pick up the VFX device every time they get eliminated.
@@Canncy ah so when you spawn you're Class 1. you pick up the VFX and now you now become class slot 2 which then spawns you on the spawnpads that grants you them "on spawned". so im guessing the "on cleared" function under the VFX makes you Back to Class slot 1. Genius work around👍. wish i knew verse to make this cleaner though lol.
@@Canncy my boy got that calisthenics physique 💪
@@Canncy tysm you saved me with that comment at first i made it with elimination devices but like this is much simpler
Custom weapons???
Do you know how to make it so that when you change the slot in your inventory the vfx dissapears ? it would be pretty cool
input device
If i want to have multiple custom heads, like so they activate when using a trigger, how can i do that?
i have a problem the texture not loaded in the game only in the uefn
SAME
Can you please make a voting system with 4 or more loadouts? PLEASE
Custom NPC next with tutorial on verse behavior customizing ❤❤🫡
My Niagra vfx works perfectly fine but no textures, the hat appears grey, i already tried diferent things but i just cant make it work, i appreciate any answers
go into the material
and activate the allowed with niagara settings
@@perzonalQ how can I do that? I am searching and didn't found
@@perzonalQ thank you
@@michadestroy press on the material of the mesh, under details search for "Used with Niagara Mesh Partiles" activate it then hit apply and save
umm so the custom mesh is there but its not staying attached. it will only apply randomly and wont folow my player
Hi, I know this is probably not the place to ask, but I am having serious performance issues on my UEFN map, it came out of nowhere and is almost unplayable. I wrote in more detail about the problem in your discord community in non-code problems. I don't know if you can give me your opinion or something
How do you make custom crosshair station in UEFN?
Tell me you used this with your WARFORGE hammer in game.
Maybe…
Will you please do a knockback weapon video?
How would it work
Please make a video showing how can we make a code only works for players in a specific class in the game, plzzz!!
How do you get mutliple hats on at once?
will this work for vehicles?
Hello i have a question im making a football helmet but it requires the 3 pieces to make it will it still work
had a similar issue, you need to merge it in a software like blender and reimport it to uefn
Ok thank you
This makes me even more sad that it isn’t available on console 😂 (good video as always)
wait you cant see vfx in console?
do you reckon it would be possible to constantly spin the head?
Yes using Niagara (not Verse)
bro plz can u show us how to make forever zon war map plz
How can I move a prop in a place and then in an another place?
nice
how do we make it when u switch weapons it to change to other stuff
Anyone else running into a bug and being unable to remove the VFX? Initially I had mine set to infinite and then tried removing the vfx when the player entered a volume. Then I set it to be class based and switching classes on entering a volume didn't work. Then I just decided to try to make it time based. So I turned off infinite and set it to 3 seconds. It literally never goes away and I'm not entirely sure what's causing it other than a bug.
I found that it's not actually an issue with the VFX Powerup device. It's the method that we're using to create the Niagra System. The system by default using this method will keep working infinitely whether you set infinite duration on the Powerup device or not. If you inspect the Niagra system properties you'll see everything is set to work infinite in a loop. For most people's use cases, this is perfect and you'll be happy with it working indefinitely until the player gets respawned. However, if you've thought of a use case to limit the amount of time that the VFX plays, you're going to have to edit the Niagra system to work for a limited time. I have NOT found out how to make it work infinitely and be affected by any of the duration settings in the VFX Powerup device. Or for example the way I originally wanted to make mine work, which was to have the Niagra system work indefinitely, but stop working on whatever event I bound the Clear function to. So if anyone else ends up having an idea where they want the VFX to fall off on an event bound in the VFX Powerup device, we need to come up with a solution. And I think the solution lies somewhere in the Niagra system settings. Makes me wish we could inspect the baked VFX that they use for the default effects like Glow and Outline. Because those stop working properly if you bind an event to the Clear function.
I should have waited to update myself on this. I figured out why the VFX wasn't clearing out after following this tutorial. By default the Niagra system uses Self (Self being the Niagra system that you just created) to determine the lifecycle of the system. If you want your VFX to work like the official VFX that Epic makes, that can be controlled by devices, you need to change the Emitter State (under Emitter Update) to System instead of Self. This way the Niagra system is no longer in total control and you can set durations in the Powerup device, or if you wanted, set the Powerup device to Infinite Duration like what is said in this tutorial and use the Clear function to bind an event like entering a volume or some other event. Hope that makes sense to anyone else that was trying to do what I was doing.
@@SeniorfritoOfficialit’s still not working?
@@acidmodz No I got it to work after changing the Emitter State from Self to System.
@@SeniorfritoOfficialHey, did you change anything else? My effect still does not go away even after changing the Emitter State to System.