I have a Niagara System with Collision and Export Particle Data To Blueprint modules which does a good job on generating collision event. But it only works if CPU Collision Trace Channel is set to block target channel. What I want is to generate a collision event but the particle not stopped moving instead passing through the object then I can detect the event in blueprint and apply damage to pawn.
Well I found a dumb solution which consumes a lot of performance. Just export Niagara Particle data to blueprint which contains particle location info then set overlapping collision to follow the particle location in tick event.
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