When I was using the fluid simulation in the Niagara system, I marked the objects involved in the collision as “collider”. At first, I noticed that my fluid was decreasing more and more. Later, after troubleshooting, I found that when particles collided with the objects, the particles would enter the collision volume and be deleted. When I used the 2D pool preset, even without any objects involved in the collision, the fluid would also decrease rapidly. After checking, I found that it all piled up in the corner of the simulation area. So, is there any way for me to get a fluid simulation in Niagara that can exist stably for a long time without adding a continuous emitter? My goal is to implement a 2D water pool based on fluid simulation, which will appear in my project and play a crucial role. I’ve really racked my brains on this point. Do the community development partners know how to solve this?