Developer Notes

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.


If an Actor blueprint contains a particle system component (PSC), the Level bounds behave differently based on if the particle template is / is not Null.

If the template is Null, Level Bounds stretch from origin (0,0,0) to slightly around the actor (See PSCNotSet.png)

If the Template is set, Level Bounds reset position with the actor in the center (See PSCSet.png)

Steps to Reproduce
  1. Open UE4 Editor (any project)
  2. New Level -> Empty Level
  3. Set Viewport view to Orthographic-Top
  4. Add Level Bounds from Modes Tab
  5. Create Blueprint based on Actor in Content Browser (ActorBP)
  6. Open ActorBP and add ParticleSystemComponent
  7. Add instance of ActorBP to viewport at (2000,-2000,0)
  8. Select LevelBounds in World Outliner
    • Result of PSCNotSet.png
  9. In ActorBP, Set PSC Template to TutorialParticleSystem
    • Template Dropdown
    • View Options
    • Show Engine Content
  10. Compile and save blueprint
  11. In editor viewport, change position of ActorBP instance to update Level Bounds
  12. Select Level Bounds in World Outliner
    • Result of PSCSet.png

Having the particle system component causes the level bounds to calculate separate values than when the component is empty.

Level Bounds are calculated the same regardless of if component is null.

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Won't Fix
Affects Versions4.13.24.14
CreatedNov 20, 2016
ResolvedMay 29, 2017
UpdatedJul 26, 2018