in my game, i have enemy ai which spawns some lasers at my player.
to detect collision for these lasers, i am using a sphere collision and manually updating it on tick to the world location of the niagara particle, instead of using some kind of collision handler that niagara can offer.
here is the code : niagara blueprint particle - collision blueprint posted by anonymous | blueprintUE | PasteBin For Unreal Engine 4
attached a picture of the tick usage as well for reference.
basic video of the particles spawning and working correctly so far. ue niagara particle demo (neptunegl) - YouTube
my system currently works as is, but i fear this is not optimal.
is there some better way to do this, if anyone knows?