In my project, I am using a particlefx component to emit smoke particles during the acceleration of an object. The acceleration happens through an event triggered by the keyboard.
The problem is that as the user can keep the button pressed, the particle emitter is called in a loop making the particle buffer full
Causing the error: ERROR:GAMESYS: Particle FX component buffer is full (64), component disregarded.
Is there a way to check if the particle emitter is already activated to not activate it again or some better way to design this system?