Niagara collision

in my game, i have enemy ai which spawns some lasers at my player.

to detect collision for these lasers, i am using a sphere collision and manually updating it on tick to the world location of the niagara particle, instead of using some kind of collision handler that niagara can offer.

here is the code : niagara blueprint particle - collision blueprint posted by anonymous | blueprintUE | PasteBin For Unreal Engine 4

attached a picture of the tick usage as well for reference.

basic video of the particles spawning and working correctly so far. ue niagara particle demo (neptunegl) - YouTube

my system currently works as is, but i fear this is not optimal.

is there some better way to do this, if anyone knows?

Hi there, any update on this?

It seems this was easily doable in Cascade… There are collision modules for Niagara but idk how they would communicate with actors or other BPs.

Bump

Hi, I have changed my setup to use custom made marketplace assets for the lasers which spawn from the enemy AI. I did this because the lookdev I wanted was easier obtained with custom assets, I switched entirely from Niagara/Cascade for spawning of enemy bolts.

I cannot comment further on my knowledge of the issue, but progress may have been made behind the scenes to get Niagara collision detection working in a better way.