I am developing a function for a vehicle to spawn particles on the snow, but when the vehicle is moving, the phenomenon of particles passing through the mold appears. Even if I enable the particle collision detection module, it will still be like this. (I tried iteratively to switch the channels and presets for collision detection)
When I was debugging, I added two obvious collision boxes and hung the Niagara particle next to the wheel, adjusted its direction, and relieved gravity. I found that when the vehicle is stationary or moving very slowly, the collision detection of the collision box is effective, but once the vehicle starts to move fast, the particles will pass directly.
I checked a lot of information on the Internet and realized that this is related to the updated frame rate. When the particle speed is too fast, the next frame has passed through the collision box, so there is no way to detect and realize the feedback of the collision. I tried to make the collision box very thin, but it still didn’t work. I would like to ask if there is a solution to this situation? If so, what should I do?