When the camera is just outside of the box bounds and it is angled directly away from it , it will start rendering the particles again (as determined by stat GPU differences) despite being out of view and not being inside the bounds.
Changing the angle of the camera while staying in this location can cause "flickering" because of this.
1. Download and open the example project.
2. Open up "/Content/Repro/Repro" level
3. Toggle view Bounds
4. Select "NewNiagaraSystem"
5. In editor, bring your camera to the edge of the bounds and turn around so that the bounds is behind the camera and off screen.
6. You will see that the Niagara particles flicker in and out of frustum culling as you turn, even though the entire Niagara system bounds is outside of the frustum and behind you.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-229617 in the post.
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Component | UE - Niagara - Rendering |
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Affects Versions | 5.4 |
Target Fix | 5.6 |
Created | Nov 5, 2024 |
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Updated | Nov 5, 2024 |