@Priareos I see. So having the rain spawn from a mesh triggered by a blue-print/event would be less intensive than collision. I'd have to ask one of the programmers about that I'm new to blueprints as well.
Okay, so that solved some of the problem! Now I need to figure out how to get the drops to follow the mesh. Right now their pointing upwards. I assume that the particles would spawn up to a certain rotational degrees, otherwise it'd be doing weird stuff.
Does the velocity vector change the orientation of the collision? Is that a cascade or shader setting?
@Luos_83 Okay, so GPU over CPU for the best FPS. I was misinformed about that. I notice panels changes when going over to GPU and I'm unable to do things like sparks sticking to the ground. It creates issues with constant acceleration (weird bouncing when it's supposed to stick). It was also a question of quality.
Does GPU have nicer/same looking particles and is just a performance boost? I'm still learning this stuff.
@Wyeth I see. So you're storing multiple meshes and telling which ones to be randomly visible via vertex color/initial size correct? That's a pretty neat trick I'll have to check that out!
One thing I notice is that when the meshes are spawned, some will be squished like ovals even though the X and Y values are the same in both initial size and size by life. The mode is set to PSA Square. The mesh should be the same since only the X value is being affected throughout.
I tried other settings but I'm not seeing a change (yea I corrected the out val at 0,0 to 1,1,0).