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Help  Problem with surface collision
#16
Yes, initial particle radius and mass are calculated using the average area of incident triangles. This prevents having huge particles in regions with small triangles, or small particles is zones with large triangles.

In-editor there’s no way to scale the radius of all particles by an exact value (you can paint radius using the brush tool, but not as precise).

You can get the blueprint and then iterate trough all values in the blueprint.principalRadii array, multiplying them by a value. Do this either in an editor script or, if you’re creating the blueprint at runtime, do it after calling Generate() but before assigning the blueprint to an actor.

Kind regards,
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Messages In This Thread
Problem with surface collision - by snowtv - 30-03-2022, 08:37 PM
RE: Problem with surface collision - by snowtv - 31-03-2022, 04:24 PM
RE: Problem with surface collision - by snowtv - 01-04-2022, 03:26 PM
RE: Problem with surface collision - by snowtv - 04-04-2022, 04:29 PM
RE: Problem with surface collision - by snowtv - 06-04-2022, 07:51 PM
RE: Problem with surface collision - by snowtv - 07-04-2022, 04:22 PM
RE: Problem with surface collision - by snowtv - 07-04-2022, 08:33 PM
RE: Problem with surface collision - by snowtv - 13-04-2022, 03:32 PM
RE: Problem with surface collision - by josemendez - 15-04-2022, 09:13 AM
RE: Problem with surface collision - by snowtv - 18-04-2022, 04:15 PM