# Don't Spawn/Destroy GPU Particles in collider

**URL:** <https://forums.unrealengine.com/t/dont-spawn-destroy-gpu-particles-in-collider/491019>\
**Category:** FX\
**Tags:** particle-systems, gpu-particles, unreal-engine, question\
**Created:** [November 17, 2021, 12:12pm UTC](https://forums.unrealengine.com/t/dont-spawn-destroy-gpu-particles-in-collider/491019 "2021-11-17T12:12:32Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Nickk888PL](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Nickk888PL](https://forums.unrealengine.com/u/Nickk888PL)\
**Post date:** [November 17, 2021, 12:12pm UTC](https://forums.unrealengine.com/t/dont-spawn-destroy-gpu-particles-in-collider/491019/1 "2021-11-17T12:12:32Z")

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Hey guys, I just have a question about particles, I have a concept for a game that I want to make/experiment with. I have created a particle system(The generic one, no Niagra etc.) On the whole level, it’s GPU based and it destroys itself on collision, that’s fine, that’s how I want it so far.

Now, I want to limit where the particles can spawn using a collider like you have a lot of particles but they don’t spawn in a particular area and they destroy itself if a area has been created on the fly and the particles have been there.

My idea was to use just a simple collider, but the particles still spawn inside of it without been destroyed.

Now, how can I achieve that? I hope you understand what I want to achieve, like having a dense fog, but creating a “Force field” the fog can’t get inside and they don’t spawn inside the “Force field”.

Is it even possible the easy way?

Thanks!

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<div class="post-metadata">

**Author:** ![Nickk888PL](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Nickk888PL](https://forums.unrealengine.com/u/Nickk888PL)\
**Post date:** [November 17, 2021, 12:27pm UTC](https://forums.unrealengine.com/t/dont-spawn-destroy-gpu-particles-in-collider/491019/2 "2021-11-17T12:27:33Z")

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Or maybe repelling them using wind(physics)?
