Passing through the vertex interpolator, the DebugFloat3Values output appears garbled, but if you remove the VertexInterpolator the particle’s position is accurately returned. This happens with Particle Position, or even a Constant3 vector.
Attached project has the full repro. Short version is to create a Niagara system with a Mesh Renderer, set up a SubUV Animation module in the emitter’s Particle Update, and in your material use a Particle SubUV Sampler, or the Particle SubUV Properties input. Add that result to Particle Position → VertexInterpolator → DebugFloat3Values and pipe that to Emissive.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-389234 in the post.
| 0 |
| Component | UE - Rendering - Architecture - Niagara |
|---|---|
| Affects Versions | 5.7.4, 5.8.1 |
| Fix Commit | 56388556 |
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| Created | Jul 29, 2026 |
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| Resolved | Jul 31, 2026 |
| Updated | Aug 4, 2026 |