GPU particle collisions do not work when launched or play-in-editor

This is a serious problem for me trying to make a VFX reel: I’ve been taking advantage of scene depth collisions in all of my particles. Unfortunately, when I try to record a movie from matinee, or try to screen-cap footage from a launched game, or play-in-editor (which gives access to matinee and blueprint commands like slow motion), the particles fall right through the floor. They work perfectly fine in editor, though.

I’m pretty sure this is a bug with GPU particles that shouldn’t be happening. Also, if there’s a new console command for slomo so I can capture slow motion footage, I’d really like to know what it is. Thanks!

Hey mariomguy -

I think I may need some more specific information about how you particles are built and placed in the level. I did a test GPU Particle with collision and did not experience any problems with the collision failing in PIE Launch or via recording? I would recommend that you run through your matinee with the Scene Depth Buffer Visualization turned on this might reveal any possible places that the Depth Buffer in relation to the camera causes gaps to appear.

For the Slow Motion the command is

slomo %oftime (EX: slomo 0.05)

Thank You

Eric Ketchum

I’m just using the GPU particle sprites over a nice, flat surface. Very basic. Nothing is occluding the camera or the surface in any way, so it should work properly. It works fine in the editor, but when playing the matinee sequence or running the game, it fails completely. Unfortunately, I don’t think the editor allows the time setting to change (can’t slomo in-editor), but I can slo-mo matinee sequences fairly easily from the director track.

Yeah, the problem’s still happening. I’m using UE 4.6, by the way.

Hey Marionmguy -

Well you can disable Realtime which will effectively pause everything in the editor or if you are looking to view the particle system at a slower speed only each particle system has a Custom Time Dilation in the Details panel of the level viewport.

Are you using 4.6.0 or 4.6.1 and is it Binary or Compiled?

Thank You

Eric Ketchum

Thanks for the time dilation thing! If I ever need to record particles in the editor, that would definitely help! I’m using 4.6.1, compiled version. Here are the two images comparing what the system looks like for PIE and just the editor. For some reason, GPU particles with collision fall straight through the surface in PIE, but they collide appropriately in-editor.

Hey mariomguy -

I am still not able to reproduce your problem. I have attached a sample project that is correctly working for me built on the 4.6.1 compiled version as a Blank C++ project with a GPU particle system similar to the one you are showcasing above. Can you open this project and test it to see if there is any setup that you have done in your project that I have been missing. Please let me know.

Thank You

Eric Ketchum

Test_Project

Unfortunately, I can’t open the file. It’s asking me to rebuild the project from the source manually. I’m using the same engine version. Is there a need to use a C++ project to test the particles?

Sorry about that, here is a BP based project with the same setup.

Test_Project

Yes, this worked! Unfortunately, I’m not sure what the problem was in my project, but if it happens again, I’ll try making a new project and import my assets to it. Thank you!