Hey guys, I’m new here! I’m working on an effect where I spawn water droplet particles on a skeletal mesh and have them drip down the mesh using a TraverseSkeletalMesh node. I got that working no problem, but I wanted to take it a step further and make each particle “paint” to a grid 2D system hooked up to the character’s UVs and a RenderTarget, that way each particle could leave a sort of stream as it flowed along the mesh. I’ve followed this tutorial https://youtu.be/3fW5xjiDm-A?si=q_SYIOugWcuVguPC which covers a similar concept, using particles from a blueprint to paint onto a grid2D texture, but I haven’t been able to fully adapt the system to what I need it to do. Essentially, because I have my particle positions handled in my emitter, I’ve tried to use that to get the locations of each particle with a particle attribute reader, but the end result has a bunch of dots of various sizes appearing and disappearing very quickly, only one at a a time, none of which seem to move, and they all spawn in roughly the center of the Grid2D, which doesn’t seem to match my actual character’s UVs. Any help would be greatly appreciated! I can share more information on the setup as needed. I tried to hide some of the redundant nodes from my testing in the picture provided too. I’m pretty new to working with Niagara and Grid2D stuff, I vaguely understand what’s going on, but not enough to find a fix for my issue.
I should also mention, I’m doing this for a rendered cinematic in pathtracer, I don’t need it to be super performant or anything, I just need the effect to look good when I press the render button, and my current thought process is to take the RenderTarget and add it to the character’s material to mask in areas of low roughness and maybe add a bump to the character material, but obviously I need to find out how to fix the Grid2D not drawing particles in the way I had hoped