Even easier, I’ll post a todo guide:
Enable Generate Mesh Distance Fields in the Project Settings under Rendering/Lighting
Drop in a FLIP Solver Domain into the level (Just search for it in the “Search Classes” searchbox).
Create a new particle emitter
Add a Collision module and set the collision type to Distance Field and the Liquid Type (Under Cataclysm of the Collision Module) to Liquid
(Up until now are the same steps as NVIDIA)
In the Spawn Module change the Rate to 10000.0
Add a Sphere Module and leave the options as default
Disable the Lifetime module (or delete it)
Place the emitter into the level and untick “Render in Main Pass” under Rendering (Advanced dropdown)
Run the game and you should see the liquid pouring out, it’ll run really slow (Speed not performance) due to the low initial velocity, but setting that velocity up seems to cut short the particle lifespan.
As 0lento pointed out, you need a DX11 capable card, and be running in DX11 mode (not OpenGL). And actually I believe you need a 11.1/2 capable card as it uses Tiled Resources which is only available in 11.1 and above.
Also, if you are using the First Person Template level, I recommend you go and set the 1M_Cube static meshes distance field resolution scale to 2.0 to get a smoother collision
Well… I did all those things and nothing Distance Fields working but I think my GTX 650 Ti doesn’t support 11.1 only 11.0 (FLEX is running fine with lags xD) :\ Still thanks for responding !