Build Emitter System in UE4 or Blender?

So as the questions suggests, which is better to do? Does the answer vary depending upon the number of particles? As well, what are the reasons for one over the other? (I do hope this isn’t along the lines of “Blueprints or C++!?!?”)

To give a quick example of this, lets say I wanted to make a thunderstorm or even snowstorm. Something that would require quite a few particles as well as the need to kill them. If I wanted to also make it deform into something along the lines of a snowflake turning into a decal that builds up as snow does, or perhaps a raindrop turning into a puddle then you can see it would quickly build up on the things being generated and rendered. Of course, you would need to do some logistics work to make sure that it’s actively making things disappear as time goes, but you get the point.

So in that example, which is the better one to be using as per not wanting to make people need an expensive system to run it?

im not sure you can import emitters. have you actually imported one before?

Hey there, i don’t think you can import a particle system done outside of Unreal Engine, my advice is just to stick with Cascade for that because its integraded and it manages the lifecycle of the particles automatically and all of that.

What Xlar here said. cant import emitters from other engines.