Yea, that's pretty strange! What's happening is that the Spawn operator is integrating the particle velocities in order to calculate the travel distance...but then the Actor integration is returning particles to their actor-relative positions. If you add a Display Data operator to the Spawn event and turn on velocity vectors, you can see this.
A simple fix is to just add a Stop operator (with timing = continuous) above the Spawn operator, to kill those velocities.
The real question is why those particles have those large velocities at all...I will look further into that.
A simple fix is to just add a Stop operator (with timing = continuous) above the Spawn operator, to kill those velocities.
The real question is why those particles have those large velocities at all...I will look further into that.