Description

A material using the Particle Random Value node returns the same value for every particle
drawn by a Niagara Mesh Renderer. Particle transforms are not affected, only the random value.

This happens when Nanite is disabled for the project and a SceneCapture2D using
"Use ShowOnly List" is present in the level.

It does not reproduce in 5.7. Setting r.GPUScene.UseReservedResources=0, which is the 5.7
default, avoids the issue.

Steps to Reproduce
  1. Create a blank project, then create and open a new empty level.
  2. Disable Nanite and Ray Tracing.
    Add the following to Config/DefaultEngine.ini and restart the editor:
    [/Script/Engine.RendererSettings]
    r.Nanite.ProjectEnabled=False
    r.RayTracing=False
  3. Create a Material and set it up as follows:
    • Blend Mode: Translucent
      (shown as "TranslucentGreyTransmittance" when Substrate is enabled)
    • Usage: enable "Used with Niagara Mesh Particles"
    • Connect a Particle Random Value node to Emissive Color
  4. Create a Niagara System from the Fountain template, then:
    • Delete the Sprite Renderer and add a Mesh Renderer
    • Mesh: /Engine/BasicShapes/Cube
    • Override Material: the material from step 3
  5. Place the Niagara System in the level.
  6. Place a SceneCapture2D in the level.
    • Texture Target: create a Texture Render Target 2D and assign it here.
    • Primitive Render Mode: Use ShowOnly List
    • Show Only Actors: leave empty
    • Capture Every Frame: enabled
  7. Play in Editor and look at the particles.

Expected Result
Each particle is rendered with a different random value.

Actual Result
All particles are rendered with the same value.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-399300 in the post.

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Unresolved
CreatedSep 28, 2026
UpdatedSep 30, 2026
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