CPU particle collision not working

Hello all -

As of 4.7 Spawned CPU Particles in Blueprints will have collision based on settings you have assigned them. I have attached a test map of Particle for everyone to look at, but I specifically want to point out a few important items to check before assuming that your collisions with CPU Particles are not working.

  1. Have your set collision type correctly? By Default Collision module is only assigned to World Static, but if item that you are colliding is Movable then you will need to add World Dynamic.

  2. Have you set fixed bounds large enough? By setting fixed bounds on your particle system you will not risk having collision stop just because particle’s origin has just moved past camera frustum (view).

  3. Have you adjusted Performance Settings to best accommodate your particle system? There are a variety of settings in Performance section of Collision module that can affect whether a particle has results you are looking for. One of most important is Max Collision Distance which by default is only set at 1000 units. It is set low like this because CPU Particle Collisions are extremely expensive to Render and our engine always trys to push performance when we can. (As a note and for comparison, SM_Template_Floor Mesh that appears in many new default maps is only 1000 units by 1000 units in size.) You can and should if needed up this Max Collision distance to best suit your needs.

[Particle Collision Test Project][2]

A note about attached project I have adjusted Max Collision on all particle to 5000 but left NO FIXED BOUNDS so you can see collision fail as origin of each emitter starts to leave Camera Frustum.

Thank You

Eric Ketchum