Particle collisions stopped registering

Hey everybody.

I have a particle driven flamethrower in my current project that has stopped working after 2-3 weeks of working perfectly, and I have no idea as to why. I’ve tried the obvious test of using a print string when a collision occurs but it doesn’t appear to be triggering any collisions at all.

I have a triple emitter setup where the first one is the actual GPU particle emitter, the next one generates a much lower number of particles and does collision checks (Both the collision module and the event generator are present) and the third is for light. It’s really annoying that collision checks can’t be done on the first emitter but that’s not important at the moment.

Nearly everything was working the way I wanted except for the particles not bouncing from world static collisions; but today, after 3 days of not being in the editor or project, all of the collisions stopped working. Does anyone have any idea as to what the heck could be going on?

I could always spawn an actor as a projectile to do the damage collision events but that wouldn’t explain why this stopped suddenly.

Any ideas or suggestions are greatly appreciated.

Does anyone have any idea as to what could be the cause, or what is the ideal method of doing this incase what I had working was a fluke and it shouldn’t have been working?

Even rebuilding the entire emitter didn’t change anything so I created an invisible projectile and matched up it’s movement speed and lifespan to match the particle projector and ditched the particle collision entirely.