Before digging deeply in the code, I would suggest your advise…
Can you advise me please the best (proper) way to get location of every single particle in active level? Is it possible at all (with code modification)?
I would distribute a render between couple of PCs. But I have the particles in scene. So I am thinking to run my level on “server” machine, get and save all particle attributes (current location, size etc) per frame and then to run render process on slave PCs. They will not simulate particles but simply load particle data from file, apply it per tick and then render frame out.
Am I right or maybe you can advise a better way for UE?
Thank you in advance!