Bug with particle emitters

I have noticed the CPU particles do not appear to collide with the floor when a light module is enabled in an emitter.

In the file I have .ziped for you. I have a particle system that is wired to activate when projectile hits car. The particle system is called P_Explosion there are 9 emitters in it. There is one CPU particle emitter that is red in color, and one GPU particle system that is blue in color.

At the end of the line of emitters is one called InternalFlames and it has a Light module. If I deactivate this light module all the CPU particles land on the ground as they should. If I reactivate the Light module they appear to fall through the floor. I have spent days trying to figure this problem out and have concluded that it must be a bug with their relationship between the Light module and the CPU particles.

Hi ,

I wasn’t able to reproduce your issue even when enabling the light module. I was encountering your issue when leaving the particle bounds so in order to fix it I had to increase the fixed particle bounds to be pretty large.

109009-bounds.jpg

Let me know if that helps,

Hi,
I switch out my CPU particles with Mesh Data. I expanded the Bounds like you mentioned. And my Mesh particles (the pink colored shards of glass) Fall straight through the ground.
Also this time I wasn’t able to confirm it was linked to the Light module.

Hi , I changed the CPU particles to Mesh particles as well and couldn’t reproduce your issue.

109155-particle+collision.gif

The only thing I can say is to double check your collision module and make sure that your particle system is set to use fixed bounds.

109156-bounds.jpg

Try out different meshes as well like a basic cube to see if the problem lies with the mesh you are using.

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