or a static mesh that would just be a box with the origin on one face (-X axis), so that it scales in the other direction. It would use simple collision that would be added in the Static Mesh editor.
GPU collision? I thought all collision was CPU based.
What I do is lerp the scale of the collision box between 1 (default) and the target scale. Then I pass this variable to the niagara so that the GPU particle travelled distance in the X axis follows the collision box.
Still, the question is what is more performant, a box collision object or a static mesh object with simple collision (not complex collision).