NeighborGrid3D custom bounds

So, as usual and first of all, sorry if this as been asked, if I’m asking this in the wrong place or if this question makes no sense…! :sweat_smile:

I successfully added a particle collision behavior to a Niagara FX I’m making (Spiders walking on mesh distance field), but the tutorial I followed for those collisions has the neighborGrid3D attached to the emitter using the Engine/Owner/Position parameter and doing some matrix maths.

I’d love to be able to scale some cube/volume in my scene and make this my neighborGrid3D bounds, to be able to have my emitter where I want, but the “zone” where the collisions are triggered also where I need! And… I have no idea how to do it! :smile:

As it would be just a visual representation of my bounds, I first though a volume could be better as it is just represented in wireframe in the editor, but I don’t even know if it’s possible, or which kind of “volume” I should use. So for now I was trying with a cube, which I referenced in my niagara system with a static mesh parameter, then I tried to access it’s meshBoundsWS, and then I’ve reached the limits of my knowledge and don’t know how to translate this into a matrix (which is what I need to feed the “matrixSimToUnit” parameter.

I understand it’s quite specific, and I understand I may be far away from the correct thinking here, so any help or direction would be really appreciated!

I hope at least I’ve successfully explained my problem!

Thanks to whoever took the time to read this!