Fire for a torch, etc.

Position an emitter as a sprite emitter at the end of a torch static mesh:

Hit the Add button to access all the controls ...

We are going to apply a fire tiles texture to it.

Right click properties on the emitter ...

This is a subdivided texture. Each piece of fire is set up for animation. We'll look at making a material like this at another time, or, you can take a look here and devise a method yourself, for example, using a grid to place the images, rendering out fire atmospher frames from Max, etc.

Hit use after texture ...

Set U and V to 4 ... remember, the texture is tiled by 4 ...

Blend to true makes a smoother animation between frame images.

Keep drawstyle translucent.

X min/max sizes get the size under control:

Set UseSizeScale to True

Hit Add after SizeScale ... make size .2 and time 1. In 1 second a particle goes to .2 [20%] of its original size.

If you tested your level, you would see you have fire ... sort of ... it puffs away, more like smoke than flames.

Make the shape origination spherical

Motion

In velocity make these settings for Z ... now you can see the smoke rise ...

Increase the particle count from 10 to 300:

FadeIn and FadeOutStartTime to True and give these values:

Under time, fiddle around with the min and max settings for particle lifetimes to get an appropriate sustain for your fire as it rises ...

Particle spin

Set spin to true and set the min/max on spins per second range for X

Find an appropriate setting for opacity: