I have made a mesh based particle system which has collision enabled. When I drag and drop it into the scene works perfectly (collisions work). Problem occurs when I add it through blueprint on a hit event. It spawns as intended but particles do not collide with the ground as they do when I drag and drop the same particle system into the scene. Here is my blueprint setup, its pretty simple:
Does anyone know why this happens and how can it be fixed?
If you have access to native code you can try fix this issue with this simple change:
void UParticleModuleCollision::Update(FParticleEmitterInstance* Owner, int32 Offset, float DeltaTime)
//comment out this condition
//if (!Actor && Owner->GetWorld()->IsGameWorld() )
Of course this was reported and “should” be fixed in 4.5
Aren’t we using a 4.5 version at the moment?
Hey maljkovicdusan -
I have alerted our Engineers to this issue (UE-5011, for reference) and we will investigate this and let you know as soon as we have a solution
Thank You -