This appears to be a misunderstanding of how GPU particle collision works. Nothing about the collision properties of a component matters, only what is in the Z-buffer. See https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/EffectsGallery/1_E/ for more information.
Using a sprite with an opaque or masked material with P_Sparks shows collision working as expected on Paper2D sprites, and setting a static mesh to use a transparent material results in it not participating in GPU particle collision.
GPU Particle sprites will collide with a paper 2D assets texture but not the collision box.
1.) Create a new Project with Starter Content
2.) Create a New Sprite and assign a Starter Content Material to it
3.) Change the sprites collision settings to that of the attached image
4.) Add this sprite to the level and rotate it 90 degrees on the X-Axis. This is to use the sprite as a floor.
5.) Add the P_Sparks particle emitter to the scene to where the particle should collide with the 2D Sprites collision.
Expected : Collision with the Sprites collision box
Result : Particle collision ignores the Sprites collision
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Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Graphics Features |
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Affects Versions | 4.10.2, 4.11 |
Created | Jan 19, 2016 |
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Resolved | Sep 15, 2016 |
Updated | May 2, 2018 |