Seeing some weird behavior with GPU distance field collisions in Niagara. It sorta works… but not always. Collisions are detected very inconsistently for some meshes, and I’m not sure why – in many cases, particles pass through surfaces and/or get stuck inside them.
I checked the global distance field itself using the viewport visualizer, and while some meshes are very low detail, there does seem to be valid information for things for which collisions are not happening.
My particles aren’t moving very quickly, so it doesn’t look like an undersampling thing.
One thing to note is I’m using this in a decent size scene: it’s a map with a chunk of a city. Most of the demos I’ve seen are much smaller. But, I can’t think of a specific reason why the scale would be relevant – the particles are going through the sides of buildings which are flat.
Anyone experienced this, and is there anything I can tweak to fix it?