State machine experiments. Player can attract & repulse particles.
Obstacle awareness.
Early boids experiments.
Caustics generator using 480K particles driven by Niagara.
Linking a Niagara Parameter Collection to a Material Parameter Collection to sync particles with a material deforming a mesh via a bunch of Gerstner Waves.
Niagara driven wave propagation system using Simulation Stages.
I don't know what that is really but it looked pretty :D
Rain droplets experiments.
Deforming a mesh with Niagara.
Cheap spring logic to simulate particles. Each particle then render the offset from their initial position into a render target that is applied to the sphere mesh to deform it.