Description

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.

Steps to Reproduce

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.

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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-389234 in the post.

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Fixed
Fix Commit56388556
CreatedJul 29, 2026
ResolvedJul 31, 2026
UpdatedAug 4, 2026
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