This issue has been closed as 'Won't Fix' due to an extended period of time without updates. If this issue is important to you please let us know by posting on the AnswerHub or UDN, and Epic will re-open the ticket for further review.
When setting a particle system to be active after deactivating the remaining particles still floating in the air from earlier will flicker. This is harder to reproduce when smooth frame rate is enabled. The flicker is more consistent if the camera is closer to the particle system and the frame rate is fixed.
RESULT
The Particle System will have a slight flicker once reactivated this is noticeable on the particles left behind still floating in the air.
EXPECTED
There is no flicker
Why does the REMOVE method of map container remove elements have memory leaks?
How does TextureRenderTarget2D get TArray<uint8> type data?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
UMG RichText not appear image when packaged
How to delete some elements correctly when deleting an array loop?
What is the difference between Camera and CineCamera?
How does TArray loop correctly remove elements in blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-37666 in the post.
0 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 4.12.5, 4.13.1, 4.14 |
Created | Oct 21, 2016 |
---|---|
Resolved | May 1, 2017 |
Updated | May 1, 2017 |