In split-screen, Niagara GPU Distance Field collision appears to be evaluated against only the first view passed into the Niagara GPU sim (view index 0), rather than per split-screen view. Because Global Distance Field coverage is view-dependent, collision can stop once the Niagara system is no longer covered/valid for that first view, even if the other split-screen view remains near the system and still has valid Global Distance Field visualization.
Reproduced in UE 5.7.3 and UE5-Main CL 50708264.
A repro project will be attached.
1. Open the attached repro project (created in 5.7.3).
2. Press Play (PIE).
3. Confirm split-screen is active (project creates a second local player on BeginPlay).
4. Observe the placed Niagara system configured with Sim Target = GPUCompute Sim and Collision = GPU Distance Fields.
5. With both players near the system, confirm particles collide as expected.
6. Move Player 1 far away from the Niagara system (fall off edge per map setup).
7. Observe that collision stops (even though the second split-screen view remains near/seeing the system).
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-366361 in the post.
| 0 |
| Component | UE - Niagara |
|---|---|
| Affects Versions | 5.5, 5.6, 5.7, 5.8 |
| Created | Feb 17, 2026 |
|---|---|
| Updated | Feb 26, 2026 |