Some Niagara particles colliding in the air

Between this guy TharleVFX and CG How is where I was getting most of the Niagara info.

I tried what TharleVFX did in the video which was creating a collision event and sending the event to another emitter to receive the event and spawn particles. I duplicated my emitter and set to spawn one particle when the first emitters particle collided, unfortunately I was getting the exact same results.

However, It got me thinking and playing with my settings. I did find a work around and from testing it it seems to work.

So on my Drag and Acceleration Force I already had my Particles.HasCollided boolean set up.
I just added a super fast curve to ramp up to the values that I had set for them.
The time is from .1-.2 ramping to my values.

310375-curve.png

Is it a solution? Sure.
It doesn’t explain why it was happening in the first place, but it works. As far as I am concerned this is resolved.

Thanks for link!