Kappes Buur, i had a look at that rpg you mentioned and i noticed when you fire the rocket,
the rocket itself just spawns in the normal smoke actors you mostly see with rocket launchers in any game.
the feature i was asking for was,
when the rpg is fired a rocket is spawned and at the same time this rocket spawns a child actor, this child (anchor) actor is the place holder for the smoke texture to start from and is to be tiled over and over again based on distance to the rocket,
the appearance of this sprite is to be similar to a "flat sprite texture" except it can be setup to roll on its horizontal axis.
the child actor is for the engine to calculate the distance between the child actor and the rocket as it moves further away from the child actor.
the child actor will be the reference point for the smoke texture to start drawing from,
it's from this point the texture will be displayed and repeated or "tiled" over and over again as the rocket moves further away from the child actor,
just like the textures currently do on map geometry in doom ( textures are tiled vertically and horizontally).
im just asking for the smoke texture to be tiled horizontally to the rockets direction using a child actor to tell the engine where to start the texture tiling from.
this is somewhat like a tracer round i guess but instead we can use a smoke texture that keeps tiling forever and doesn't fade away only until the rocket goes into its death state which can have a line of code to destroy the child actor it spawned.
the death state for the child actor can fade the smoke texture away by lowering the alpha values overtime to zero, before the rocket actor is removed from the game.
the idea with this is to create a large rocket trail effect without having to stretch the one texture. like in this video
https://www.youtube.com/watch?v=AKgaXqSgGJkthe good thing with this is it's an optimization for the cpu when using rocket launchers as less actors will be spawned into the map but still having a cool looking smoke trail.
this would also be good for other weapons like lasers weapons,lighting guns, laser sights etc. without needing mass amounts of actors for the cpu to keep track of.