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particle movement based on niagara
I have a niagara system that shoots projectiles towards a user defined location (the enemy location). But I can’t deliver damage like this. I need to check if the niagara particle has collided with the enemy. So the workaround I found is to use an Export data to blueprint node in the particle emitter that I want to check the collision for. Then I set this to be sent to the blueprint on collision and I send the data of the particle location on the moment of collision to a bluepront and I create a collision box on the location of the particle. Then I check what actors are colliding with this collision box and if it’s an enemy then we subtract from health variable. -
A second option is to have a blueprint in which we spawn an invisible object (like an empty or a collision box) and then attach the niagara system to it (without any movement in the system). Then the movement would be drawn by the invisible object by lerping it to the enemy location and the niagara particle will follow.
What should I do?