How to Kill Niagara particles when overlapping collision volume?

I’ve made rain and snow particles for my project. They look great, but having a top-down 3D game it gets annoying when they’re constantly in the camera’s face. I figured I’d set up a sphere collision volume parented to the camera in my player blueprint that kills particles on overlap, but it doesn’t seem that there’s a way to kill those individual particles, much less detect when one enters such a volume.

Suggestions?

Hey there @Maladrum! I’m not so much a Niagara guy so I’ve got some documentation on the collisions for the system, but it seems like it could be heavy if you have tons of particles. Feel free to take a look and let me know if this helps Collisions in Niagara for Unreal Engine | Unreal Engine 5.0 Documentation

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here is the answer

Hey arfakc,

I appreciate you taking time to help me. However, this doesn’t solve the issue; this is just a solution to kill particles on ANY collision, not specifically when they collide with the specified volume. I actually have this already set up for other purposes. But it has gotten me thinking on a new lead:

In theory, this can all work if “BlockAllDynamic” is enabled on the collision volume. However, a new problem is then created where the volume blocks objects I may not want it to block. My go-to answer to that would be a custom collision channel, but I’m unaware of any way to tell particles to respond to such a channel. If anyone has any idea how to do that, let me know!

Found it!
Under the collision module on the emitter, choose your custom collision trace channel under the “CPU Collision Trace Channel” dropdown there (and then obviously tell your volume to block the same channel). Works like a dream!