Mesh emitters reach max collisions instantly

All mesh emitters I have from marketplace assets/demo samples reach max collisios instantly, if they have collision types set to worldstatic. Making e.g. bullet emitters hower still on air. Issue can be avoided by changeing the collision type e.g. to worldDynamic but then the mesh wont collide with ground.

Hi SaOK -

Not seeing or knowing which Mesh Emitter you are talking about specifically it sounds like you want to add another element to your Collision Modules Collision Types. By reaching Max Collisions instantly do you mean that the collisions start to not happen and the meshes go through the ground? If so, I would also look at two other options in the Collision Module, under Performance, Uncheck Drop Detail and change the Max Collision Distance to a larger number than 1000 units. Realize that both of these options will affect performance and could cause issues with FPS in your actual game.

Thank You -

Eric Ketchum

Using e.g. FPSweaponpack emitter that throws empty shell from weapon when shooting. When the emitter have worldstatic collision for the emit’ed mesh, the shell stops instantly when its spawned (dont even reach the ground). You can e.g. place the emiter in editor 1m from ground and once playing the shell is at that point frozen until deleted. If changing the collision completition option from freeze to freeze rotation then the bullet drops (but without rotation) and goes through landscape. That shows it reaches the max collisions instantly from some reason even there shouldnt be any collision happening before reaching ground. Max collision distance and max collisions settting have no effect.

Also using FXVilleBoold VFX Pack effects that have the same issue. Also bullet effect for concrete have the same issue. I think that emitter was from some feature samples. For me it seems all emitters with emitting mesh are bugging the same way.

For the FPSweaponpack if the bullet is spawning then immediately freezing with the World Static settings, you probably have the emitter too close to your weapon and it is colliding with the weapons collision and stopping. This can happen if you place the collision emitter inside of the Collision volume of the weapon. So, first check that with both of your issues.

For the FXVille Blood VFX Pack you will need to contact the Content Makers for assistance. If the Bullet emitter is from one of our packs I can help you further with that, but will need to know if you can narrow it down as to which Learn asset it is found in.

Thank You -

Eric Ketchum

The bullet also froze when there was no weapon. But noticed now, the issue dosent appear in another map (very empty demo map). Not sure what causes the issue in my bigger map (15000 actors, few millions foliage and ~4km^2 size).

In the map which has this issue, while the bullets are colliding incorrectly type in pxvis collision to the console and see if there is a collision hull that the bullets are hitting and post a screenshot back here.

Thank You

Eric Ketchum

That command is dropping FPS to 1 per 10 seconds. I will try it again in next engine updates. There is some win10 related leak currently causing much trouble in the editor. Sorry for delay.