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.
asked Apr 03 '17 at 11:15 AM in Rendering
Ivan de Souza
I think you need to have some init random rotation, so that it will rotate around in the air?
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.
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.
answered Apr 03 '17 at 03:00 PM
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