I have a problem with Cesium for unreal terrain map, if by any chance any of the “Box Bounds” of the Niagara Actor touches any part of the cesium map, the whole simulation is not shown in the level. However, if I move the fluids smoke simulation well above the ground then the fluids simulation is being rendered.
Is there anything that needs to be changed in the Google Photorealistic 3D Tiles or CesiumGeoreference object in order to “play nice” with niagara fluids?
Interesting. I figure fluids just aren’t working consistently in UE at all. I have a high quality explosion using fluids and it is well above the geometry and still only appears in the editor. However, a work colleague says he can see it on his computer with the packaged product.
I did see someone suggest on the UE forums to turn off collisions with landscape. That didn’t help me but maybe it would you?
I’ve just tried turning collission in niagara completely OFF for both fluids and particles, but that does not solve the problem either, it still works the same, renders in editor and in game only if the niagara bounds are not touching the Cesium cartographic geometry (landscape).
I don’t have a good guess what might cause this. Cesium3DTileset is rendered using regular old UE static meshes - albeit ones that are created dynamically at runtime - so I can’t think of why they would interfere with Niagara. Can you confirm that placing the emitter on other kinds of static meshes does not have this problem?
DIscovered the same issue myself. Other static mesh or landscape actors are fine, and correctly collide with fluid system, but there is something special about the Cesium mesh. The system instantly disappears, and restarts when the overlap is reconciled. I am using Niagara fluids to simulate wind flow patterns over Cesium terrain, so interference cannot be avoided.
The answer is to uncheck “FindColliders” under “Grid3D Ridged Mesh Find Colliders” in Grid 3D Gas Master. Works now, however I can only use the depth buffer for collision data. I would really like to use the underlying terrain collision mesh to drive the fluid movement. I would be happy if I could create an equivalent mesh by resampling the Cesium terrain, and simply use this alternative mesh in the collision checks.
It appears Mesh Distance Fields are not associated with the Cesium terrain mesh: If that were corrected, then it would work.
Hi, it looks like you have partially solved the problem, but I’m not sure what exactly have you changed and where did you find the “FindColliders” option?
I have a Google Photorealistic 3D Tiles from cesium in the scene, I don’t see that checkbox there.
I also have a niagara animation that I’ve purchased for Fog and Smoke, but don’t see that option in the niagara editor.
I would also like to eventually be able for the Niagara smoke to interact with the terrain, but for now I would be just happy if it worked with no collisions, just so that I can see the smoke when it’s touching any other geometry/cesium terrain.
I’m a complete newbie so excuse my lack of understanding, and hopefully you can help out.
I’ve fixed the problem with collision/dissapearance by just updating to the latest version of Cesium For Unreal for the UE 5.3.2.
Now I can see the smoke and even when it’s touching the cesium terrain.
I take it back, it still does not work, this particular example worked because I have scaled the niagara animation, once the animation is scaled back to the scale 1, still the same problem.