How can I have particles generate overlap events/triggers?

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

Thanks for the response, guys.

So possibly have invisible meshes falling from the bottle every so often to trigger the cup to fill?

Any idea how they achieved this in Job Simulator? Looked like it was particles doing the triggering. I’ll try your suggestions.

Is it not possible just to time how long it takes to fill the cup and then trigger a timer event?