@M1z3me1 Ahh okay, that actually helped a lot. The great thing about these demos is that all of them are released as content examples. I opened up the content example project and was able to easily replicate your system, and I think I found the problem.
Using just the Position Based Dynamics, I’m seeing the same issue you are. It looks like the particles are having a hard time detecting collisions with each other.
But, if you go further into the content examples, you’ll see the setup that Epic used for the popcorn man- 3.8, Structural support. Here, if you replace the Shape Location with the skeletal mesh location and add one to the particle update as well, you’ll have particles that move perfectly with the character.
Looks like upping the number of collision iterations produces a better result with a complex mesh
The issue I’m seeing now, which is mind boggling, is that this is working perfectly in the preview window, but not in the level.
I would try this solution in your project, I’m hoping this is just a project setting causing this. If you’re seeing this issue on your side too, we can figure it out from there.
I would highly suggest you dive into these content examples- they’re great learning tools. You can download them from Fab- they’re called Content Examples- and you can open the Advanced Niagara level to see these exact systems and many more.



