|! IMPORTANT ! This is a PopcornFX v1 page. PopcornFX v2 UE4 plugin documentation can be found here|
(last edit version: v0.4.0)
Particles <==> World Collisions
The UE4 PopcornFX plugin is in charge of handling world raycast queries, mostly used by:
- Scripts functions like scene.intersect().
World Interaction Mode: One or Two Way
The World Interaction Mode defines how the particles will interact with the World.
- OneWay collisions: particles simply collides against the world
- TwoWay collisions: OnWay collisions + particles can inject physics into world, eg: add impulse to objects they collide.
The particles and rigidbody's Mass is what drives the strength of the interaction.
Use collisions filter to filter out Collisions Channels globaly or for specific FilterID.
You can drive the particles collisions restitution/bounciness by using different Physical materials on colliding surface.
Please refer to Unreal engine 4 documentation to properly setup your physical materials.
- Collision restitution/bounciness is defined by FinalRestitution = PhysicsEvolver.Restitution * PhysicalMaterial.Restitution.
- Collision friction is not implemented yet.
- Physical material interactions are disabled by default, make sure bEnablePhysicalMaterials on the PopcornFXScene is enabled.
- UE4's default material restitution is 0.3