How can I make a mesh react to particle collision
I've got a basic level with floor and a pillar static mesh as a blueprint. I can walk around and when I touch the pillar it falls over, which is what I'd expect to happen.
I've also got a water particle firing from the player's perspective, essentially copied from the Blueprint Communication example from the Content Examples pack.
This water will happily collide with the floor and a static mesh "pillar" I have in the world. However it doesn't make the pillar collapse, only the player can make it collapse by walking into it.
This video shows the above in action: http://youtu.be/U8j8ay5hHWg
How would I get the water to push the pillar over?
I can post the settings of the particle and pillar blueprints if needed, but since there could be a lot I thought I'd hold off for now...
Here is a screenshot of my Blueprint for the water projectile particle:
and the Blueprint for the pillar
I hope this helps explain my current setup better.
I've resorted to adding a radial force component to the projectile blueprint and calling Fire Impulse in the Event Graph when a hit is detected, however this doesn't quite behave the way you'd expect a water cannon to work. I think I'll come back to this when I have a bit more experience with the engine & various editors.
Or you could emit a sphere with a transparent material applied to it along with the particle. This way it does not matter if you later switch between GPU/CPU particles.
I know it is a dirty hack, but it might work
answered Jun 05 '14 at 02:55 AM
I've not used the feature personally but looking at the code I believe that what you want is possible. In the Collision module in Cascade, you need to set the bApplyPhysics flag to true and set the ParticleMass value to something large enough to push your pillar over. I can't really guess at value you'd need as it will depend on how massive the pillar is and how many particles are going to be hitting it etc.
Hope that helps.
answered Jun 04 '14 at 08:30 PM
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