I read some topics on this but just to be sure and so other people can find this post.
Is it correct that they dont generate overlap events because of performance reasons?
And is it also correct that you should things like a uBoxComponent or USphereComponent to generate the overlaps instead of letting the particle system generate overlap events?
No it’s not. I use it for splatter effects on the ground for example. Have a loog eg here: Particle Effect Collision | Live Training | Unreal Engine - YouTube