To expand on Tim’s post.
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Make sure the “Static Mesh” component has “Simulate Physics” set to “True” (checked).
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Make sure the “Physics Thruster” component is a child of the “Static Mesh” component.
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Make sure the “Physics Thruster” component has “Auto Activate” set to “True” (checked) for testing purposes. That way, you don’t need to worry about Blueprint logic until the desired outcome is achieved.
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Make sure the “Collision Shape” for the “Static Mesh” component isn’t intersecting with another actor when you place it into the scene.
So, a few considerations to make the Blueprint behave like an actual soda. “Simulate Physics” should always be “True” on the “Static Mesh” component so that other actors can interact with it. The “Particle” and “Physics Thruster” components should be set to inactive until an event (such as a “Line Trace”) is executed, then made active (to give the illusion of the soda leaking), then made inactive again after a delay. This should be done within a “DoOnce” loop, unless you want a magical soda that refills itself.
With all of the above being said, here is how I set up the Blueprint.
http://i.imgur.com/zK04DLQ.png
http://i.imgur.com/jcbYiux.png
http://i.imgur.com/6klGvY6.png
http://i.imgur.com/w6s1wNa.png
http://i.imgur.com/PXgPdWM.png
I hope this helps!
Finally, [here is a video of the result][6].