I have no idea whats going on but the mesh emitter I have built acts very different when I attach it to the skeletal actors hand compared to when I place it in the scene just as particle emitter.
The same emitter plays acts like it should when its placed just as an emitter in the scene.
It looks different in the animation blueprint preview window and then when the skeletal actor is placed in the scene it is different from the two other versions again (also different from the preview).
It seems to also ignore collisions when attached. The emitter works fine just placed into the scene (collisions work and everything else too).
I have assigned a technician to look into your issue further. In the meantime, could you provide some screenshots specifically showing what results you are getting.
I don’t have screenshots because I deleted the emitter but simply try an mesh emitter with the collision settings in cascade set up properly (so that meshes are not killed after X collisions) and then attach the same emitter to an skeletal actor (to a socket). In the later case collision with the floor (which is a box brush) is ignored.
I am not experiencing the same behavior but I did upload a sample project setup and was wondering if you could download and try it and let me know your results.
It must have something to do with my level. When I migrate my character to a vanilla level it works. Any ideas what the problem could be? I use mostly brushes but the collision doesnt work if I place my characters on top of meshes either…
Here is one strong possibility go into your collision module in the actual particle effect and look at the dropdown for “Collision Types,” you should have at least one type of World Static, try adding Collision Types under this drop down, World Dynamic would be the first thing I would add. Also just in case, make sure that your emitted mesh has collision in the Static Mesh Editor.
Thanks a lot I have been through this as well unfortunately and this didn’t help. When I migrate the emitter you used to my level it also falls through the floor. Might have something to do that I used brushes but it even fails on meshes. I gave up on this for now.
This is interesting (and I am sure frustrating behavior) if you wouldn’t mind zipping up the offense level and content and upload it to a dropbox and link here, we can take a look at for you.
Ok sure, I just have to clean it up so only the problematic pieces are left. Is there a way to send you a private link to your email or similar (for example private message via forum)?
The editor crashes when I delete all the assets and reimport only whats necessary, otherwise the cleanup would take me an hour or more. Nevermind about the problem. I just dont use a mesh emitter now and spawn individual objects via blueprints.