I would like to create a skill that sets Collision on a Projectile created in Niagara to inflict damage on an enemy.
I have created the function to inflict damage, but the shape of the Collision in the Projectile is not quite as I want it to be.
As you can see in the attached image, the collision is shown as a line in debugging, and as far as I can tell from testing, this line seems to be the collision itself.
(After much research, I thought there was a statement that Naiagara collisions are created in a spherical shape… I think this is what the template collisions are also like…)
Ideally, the shape should be the same as the mesh. If not, I’d like to have a proper collision anyway, even if it’s a Box or Sphere.
Worst case, it could be a line, but after trying various ways, I was able to extend the line vertically, but could not create a collision with a long width.
I thought about setting up a collision component in the BP that would do the same thing, but since Naiagara has a kill particles that triggers the collision, I’m not sure how to do that from the BP side.
If anyone has a direct or indirect solution, or knows of any reference materials, I would greatly appreciate it if you could let me know.
I had checked the documentation on Hard Ware Ray Tracing before I asked my question, but I remember seeing in another article that HW Ray Tracing requires a newer GPU.
On my environment (GPU: GTX 1080), Niagara is not displayed when the setting is set to “HW Ray Tracing only” (i.e., no insurance against not being able to use HW Ray Tracing). Considering the target audience my game is intended for, I consider it very problematic to make HW Ray Tracing a required environment for the game, and I could not rely on HW Ray Tracing. If you want to use HW Ray Tracing, I would consider buying a new GPU if you need a GPU that can work with HW Ray Tracing only at the build stage and not for the user.
Perhaps Niagara is a technology where HW Ray Tracing is a prerequisite…
There may be some misunderstanding about HW Ray Tracing with regard to the required devices. If so, it would be helpful to know.
That is my understanding so far. I will look into HW Ray Tracing a little more and see what I can find out.
I apologize for not providing the most relevant assistance to you. Upon further reading and testing, I did find that I did not need to use HW in relation to collision. Using the default Global Signed Distance Fields does provide a collision result. In the documentation, it does go over what happens if ray tracing is not available. You can see this in the chapter named “Set Up A Fallback (Optional)”.
I am very interested in your progress. I look forward to your reply.
I have checked and tried as much as possible the settings related to Distance field based on your advice.
As it turns out, it was because I had not checked the following items in the project settings.
I had checked the Generate Mesh Distance Fields in the Software Ray Tracing item sometime ago based on articles on collision, etc., but this was necessary for me.
Thank you for taking the time to address what is probably a very rudimentary problem of forgetting to set up a related item.
It is a pathetic topic, but I hope it will at least be helpful to Niagara newbies like me when I stumble upon it.