Hi! First of all awesome job here, you really did something the Unreal Team should consider integrating somehow <3
I watched your videos and you mention in the comments that we could come to this thread with questions until you get traction for a Discord, so here I am I’m also an Unreal newbie so if I am mixing things sorry in advance.
I don’t fully understand the widget Hierarchy needed. For what I’ve tested, the particles cannot render outside the root widget (they get clamped), so do I really need a full screen canvas for every widget whose particles can “overflow”?
Particle positions seem to work only in local space, so moving widgets can’t really own the particle system? I wanted to have different draggable objects, but your mouse trail is also an example I guess.
Finally, on the more technical side. I wanted to do texture sampling to obtain some kind of “break” effect so each particle would have the color/texture where it spawns, but that seems exclusive for GPU sim. Do you think there’s any kind of compromise solution for situations like this one?
Thanks a lot in advance!!