Can I create a mesh emitter that spawns a set number of meshes from a pool?

For example if I want to explode a car, can I have a niagra emitter that spits out 4 tyres, 1 engine, 4 doors, etc?

Hey @SpectreKelevra!

You COULD do that, with 3 emitters in the system… However it’d be very finicky.

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But I would suggest simply spawning the pieces as actors instead, or have the vehicle mesh be a destructible mesh.

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My current setup is the car is destroyed and it spawns a list of “parts”, I thought since it can get to be many many small parts, maybe Niagra would help optimize.

But if you believe spawning the actors is better then perhaps I’ll just stick with that.
Thank you.

If it’s many small parts, not just some wheels and doors… maybe?
Alternatively, you could have the actors already spawned and attached, but hidden in game. Then with the explosion make those actors un-hidden. That way you’re not having to spawn a whole bunch of actors at once.

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Is this cheaper (To have all the debris and their materials loaded) than spawning them?

I’ve got some graphs showing the difference here for actor pooling versus spawning:

Amazing, thank you very much.

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