Solution for 3d particles lagging?

How to “glue” the particles, so they stop being affected by the speed? It seems like they are emitted after the physics cycle or something like that, so they lag a lot when the character moves. At some point they simply disappear off screen because they lag so much. I still need them to follow the object. If I remember correctly in Unreal the problem is solved by refreshing the particles before the physics.

How do you set the particle emitter position?
Please add screenshots of the editor to explain what you do.

To simplify: Screenshot_2026-08-31_02-19-00

The Character 3D moves rather fast, but the lag becomes apparent quickly, and very noticeable after PhysicsCharacter3D::CurrentForwardSpeed 2000 and above. (My set up reaches speeds of 8000)

Here the particle set up, if this matters

How do you move Player3D?

PhysicsCharacter3d. I created completely new project to illustrate the issue: The numbers are from the UI, the exact PhysicsCharacter3D::CurrentForwardSpeed.

Coming from Unreal, I know this problem, I guess something like it is happening here? In Unreal it happens because the particle system’s Tick Group is running before the character’s movement/physics calculations finish for the frame.

When moving fast, the particle updates its position using the character’s location from the previous frame, causing it to lag behind.

The fix In Unreal is to Change the Tick Group of the Particle System or its parent component to execute after physics calculations are done. It’s a simple drop down select menu.

Edit: I wonder if an extension can fix the issue? there is onScenePostEvents (I think this is could be the right) and onScenePreEvents. :grimacing: But I have no idea how to properly set an extension.

Or perhaps the ParticleEmitter3D extension itself needs edit so position can be set post events…