I’d like to make it so that my particle system can generate overlap events or at least activate a trigger. My particles have an Actor Collision node with WorldStatic and WorldDynamic as collision types, and I currently have the particles on Freeze when they collide.
I also have a trigger volume in my level that prints a string when overlapped.
When my particles are colliding with the trigger, nothing happens, however when I move a cube through the trigger, the string prints perfectly. Any help would be greatly appreciated. Thank you!
Sidenote: My goal is to have a cup that can be filled with liquid. The particles being liquid poured from another container.
its probably not possible because particles are not designed for this because of performance reasons… i think you will need modify some c++ code or do some bp workaround
Particles are only cosmetic objects, they are not designed to have gameplay effects.
It seems like you want to dig into these subjects:
simulate physic - static mesh -> you might be looking for static mesh actors bumping around in your cup
blueprint with a beam particle -> a blueprint holding on information about how to fill the cup which drags a beam from itself to the cup, the beam being a simple visual representation of the very moment you’re filling something into the cup, the beam would be designed to look like a liquid being thrown