I'm implementing a render target painting solution for rain (to visualize where rain drops are actually falling.) I have pulled the info upon collision, or at least I thought I did.
Right now I have an event listener for the OnCollide event. However, when I pull the Position particle field it seems to give me the position of the emitter itself, or a smaller scale offset from that point for each collision.
I need to know the -exact- location in world space where each sprite hits in order to then find the collision UVs in UE4 and paint to the render target texture.
As of right now I am shooting a line trace from far above the collision to far below, to make sure it's reading the ground. (The trace fires off properly, but it seems to give me a small scale area based on the emitter's world location when it should cover the entire ground.)
UPDATE: While grabbing the location of the collision via particle field in blueprint, I have now tried to scale the transform of the emitter before converting into world space. This seems to be a step in the right direction, but as you can see the location is not completely accurate as it is offset from the center of the emitter. Definitely better, but I want to understand how to fix this completely.