Particle Mesh not showing up

My particle system is for an explosive and there are the normal particles and there is a mesh particles that fly out like debris.

In cascade, the Particle system looks and works fine.
Then, when I put it in the world… It still works fine (hitting reset in level).

But when hooked it up to a trigger so that I can see it blow up on Overlap, there are parts of the system don’t show any more. The effect happens a location of static mesh (without a collision atm, with a collision did same thing)

Hey QuantumQQ -

So the explosion cloud effect still occurs but you are not seeing the debris shoot off anymore when called from the trigger? A screenshot (I know it will be more difficult to catch) would help clarify exactly what your problem is.

Thank You

Eric Ketchum

I after continiously messing with it, I am coming to the realization that the meshes are few, and getting destroyed.

I will get a screen shot to compare. It is looking like when the emitted is placed in the the world and I hit the reset in level in cascade it operates as designed… but when it’s hooked the trigger, the mesh emitter is definately acting different. Might be that meshes lost their collisions info and/or there are much fewer emitted.

Mesh emitter collision is calculated @ the pivot location of the mesh. If you generate collision geometry this is not taken into consideration.

So if your meshes emit from 0,0,0 of your emitters local space, and the mesh origin allows for the emitted meshes to collide with geo, and you have the collision module set to kill, then your meshes would potentially disappear instantly (i.e. they collide right when emitted.)

There is an option in the collision module to delay the collison, try tweaking that number, or offsetting your mesh emission location with the initial location module.