Steps to Reproduce

1、Create a Material with ParticleRandom node along with a debug scalar material function connected and plug into Diffuse input. 

2、Create a Niagara particle using a Mesh render. Assign a cube as the render mesh.  Set the Source mode to Emitter. Overwrite the Mesh render Material with the Material just created above. The number 0 is showing on the Cube's surface

3、In the Emitter update statge, set a Emitter.Float and bind this value to Mesh Render's Material Random Binding slot

4、The number on the surface is not reflecting while changing the Emitter.Float

PS: If using Partilce Source Mode, things are working correctly; If using Emitter source Mode with Sprite render, things are working correct also.

Expectation: Emitter source mode of Mesh render should have Material Random binding working properly

 A short video attached shows the preproduce process really quickly

 

 

 

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Fixed
ComponentUE - Niagara
Affects Versions5.4
Target Fix5.5
Fix Commit34821493
CreatedJul 14, 2024
ResolvedJul 15, 2024
UpdatedAug 13, 2024
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