Better fix.
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@@ -283,6 +283,10 @@ void ParticleEffect::UpdateSimulation(bool singleFrame)
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void ParticleEffect::Play()
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{
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// Reset simulation when play is called and particle system is time is complete - ex. if IsLooping is false and simulation is complete
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if (!IsLooping && Instance.Time >= (float)ParticleSystem->DurationFrames / ParticleSystem->FramesPerSecond)
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ResetSimulation();
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_isPlaying = true;
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}
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@@ -1318,7 +1318,8 @@ void ParticlesSystem::Job(int32 index)
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emitterInstance.Buffer = nullptr;
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}
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}
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effect->Stop();
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// Set is playing to false because it is not playing anymore.
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effect->Pause();
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return;
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}
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}
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