Quick answer: Skeletal Mesh asset → Generate Mesh Distance Field on. Or use Niagara Skeletal Mesh Sampler for capsule-based collision.
Sparks should bounce off the player. They pass through. Player is a SkeletalMeshComponent and Niagara collision module reads only static-mesh DFs.
The Fix
Skeletal Mesh asset:
Build Settings:
Generate Mesh Distance Field: true
Distance Field Resolution Scale: 8
Niagara Emitter:
Collision Module:
Source: Distance Field
Bounce: 0.5
// or
Skeletal Mesh Sampler:
Source Skeletal Mesh: PlayerSkelMesh
Sample Random Bone → capsule check
SDF method requires DF generation per skeletal asset. Sampler method walks bone positions and you collision-test capsules manually.
Verifying
Sparks bounce off player. Frame Debugger: collision module reports hits. Without DF gen: passes through.
“Generate DF on skel. Or sample bones. Hits register.”
Related Issues
For Niagara DF Collision general, see DF collision. For Stateless emitter, see stateless.
DF on skel mesh. Sparks bounce.