Hi Bill.
I’m not sure, maybe your focus is more on the visual side, but if you could talk a bit about particle collision handling that would be great. In particular, I’d just like some info on what level of collision feedback is reasonable to do through a particle system, in terms of sending collision event data back to the game. The particle collision event which is exposed to blueprint has less information on the impact than is available for normal collision primitive events. If the intention is for particle collision events only to be used for cosmetic game effects, can you give some pointers on what approach to take when we need in-depth particle collision info to affect game logic? Not use a particle system at all? Perhaps combine a particle system for the visual effect with some invisible actors used for collision?
Cheers.