So, aside from attaching a particle system to an object besides a socket, what’s my best way to achieve a particle system on, or contouring an object?
Let’s say I have a crowbar (or any other weapon) that drops from an enemy. Judging by it’s rarity I’d like to decide which particle that object emits.
Just like you can see here, the objects have particles coming from the contours of the weapons. Is there any way unreal handles this? I know (at least from my searching so far) that unreal can’t emit a particle based on a static mesh unless it’s a skeletal?
What kind of options do I have here? And is there any instructions/guides/tutorials on how to do this?
I would be okay using a post process volume to render a custom depth, but from my understanding, you can’t have more then 1 system in place right? Could I have 4-6 different depths?
Anyways, what are some options for me to get my weapons and other objects to have particles that follow the shape of the object? How would I achieve similar effects to the picture above?