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Particle Mesh vs Blueprint actor for FX?

I was trying to create some FX for weapon shoot, reload, etc. However, a particle mesh collision is not applying physics(at least looks like it's not). So when i reload and drop the old mag, it'll just bounce but remaing in the same rotation it were when it spawned. I found a workaround that works nice. It's using a blueprint actor with physics in it. However, i'm not sure if it is valid because i don't know how cheaper a particle system is, and my game is supposed to have around 80ish players in a big map match, like battlefield. Is it okay using this actor? Or should this particle be fixed? And by fixed i mean, it rotate when colliding and lay flat on ground.

Product Version: UE 4.14
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asked Apr 03 '17 at 11:15 AM in Rendering

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Ivan de Souza
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avatar image Ivan de Souza Apr 03 '17 at 11:24 AM

And I do have apply physics checked. It just won't work.

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I think you need to have some init random rotation, so that it will rotate around in the air? alt text

I also think that you might be using a property for the bouncing. It takes some tweaking to get it right. Check out mine, which is just the bullet casing. Be sure to go through all of the dropdown menus to get the behaviour you are looking for. alt text

I personally prefer using FX particles for this effects, as the particle can handle the physics, the deleting, the spawning, playing sound on collision, etc. And I don't have to reinvent the system in a blueprint. I also assume that epic did a good job at optimizing this physics particles to be cheap and as inexpensive as possible.

Do keep in mind, that if the floor to which it collides with it's not in view, it will just fall through. However, lets say the person behind sees you drop your magazine, he will see it falling into the floor, even if you don't. For things like this, the server doesn't have to keep track of this info with replication, as it doesn't really affect the match.

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answered Apr 03 '17 at 03:00 PM

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Motanum
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avatar image Ivan de Souza Apr 03 '17 at 11:41 PM

What you said solved 80% of the problem. But i have 2 questions left. Why did you left the physics unchecked? Also, i compared a little the BP actor with the particle, and something that the BP has and i'd want in this particle, is that when it falls, it roll over the side and lay flat. Is it possible to use a particle attraction to achieve this effect?

avatar image Motanum Apr 04 '17 at 02:01 PM

Why did you left the physics unchecked? I don't remember why. I just ticked and did stuff until it looked right.

when it falls, it roll over the side and lay flat. I also have that issue at times, some bullet casings end up standing. I'd like them to roll over a bit too, but it's such a minor detail, that it's just not a priority right now.

avatar image Ivan de Souza Apr 04 '17 at 09:42 PM

I were able to make it lay flat on ground, however, i can't use a lot of random values because it may not lay flat on ground. Not that the lack of randomness is that bad. The actor BP would always have the same movement.

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