So I have a rain emitter and a splash emitter in one particle system but I just can’t seem to figure out how to connect the two together. I tried using the EventGenerator but I had no luck. I watched a few tutorials but they never connected the rain with the splash. How can I connect the splash emitter with my rain emitter based on collision? I am trying to get an authentic rain scene.
Hello Speed!
First off, in the rain emitter: collision Module set the Max collisions to 1.
2nd, set the collision completion to KILL if it isnt (normally default behaviour)
3rd, place an Event generator and set to EPET_Death (death), so it will fire the event on particle dying.
4th. in the splash emitter, get a event reciever (spawn).
Now, when the raindrop collides with something, it will generate an event, tell the event reciever to spawn a splash.
You might want to set the location of the splash slightly higher with an innitial location node, or the splash might be halfway into the floor.
for additional information:
Collision module: Collision Modules | Unreal Engine Documentation
Event module: Event Modules | Unreal Engine Documentation
and some additional info in case the collision module doesnt work:
Thanks Luos,
But my problem now is that in order for me to create an Event Generator I have to delete the GPU Sprites TypeData and if I do that my rain drop becomes really tiny to the point that I can’t see them at all. Do I have to remake my rain emitter over or is there a work around this issue. Also I watched this video in order to make the rain emitter.
The raindrop becomes tiny because you would need to reset the innitial size.
I dont think there is a way to use gpu-emitters and event generators.
And just between you and me, even in real life its really hard to follow one specific raindrop hitting the floor and noticing its splash. so faking it is often way more than enough.