Our project is using runtime-generated nav-mesh (RuntimeGeneration=Dynamic). I noticed that our navigation tiles were being marked dirty when we played our blood splatter FX as the player was hit. I narrowed it down to the use of GeometryCacheComponent in the Niagara system. The component is being registered with collision enabled and navigation relevant true.
I have found that the components are created for Niagara in FNiagaraRendererGeometryCache::CreateOrGetPooledComponent(). So I can easily just add:
GeometryComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision);
GeometryComponent->SetCanEverAffectNavigation(false);
My question is, will this cause issues with Niagara systems? It looks like Niagara tries to keep all of its side-effects out of the collision system. But I don’t want to have to hunt this down several years from now when we have problems with particles not bouncing off the ground.
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