When a Niagara emitter has multiple Mesh Renderers and each renderer draws a different subset of particles (via Renderer Visibility), all renderers are drawn using the color of particle index 0 in the Niagara Editor preview viewport. Particle transforms (positions) are correct; only the per-particle attributes read in the vertex factory (e.g. Particles.Color) are wrong.
Once the issue occurs, it persists until the editor is restarted. Switching Preview Scene Profiles, toggling Show Environment, or closing and reopening the Niagara asset editor does not fix it. The same Niagara System placed in a level renders correctly in the same editor session.
Work around:
A repro project provided by a licensee is available in additional info URL
Notes:
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-399419 in the post.
| 0 |
| Component | UE - Rendering - Architecture - Niagara |
|---|---|
| Affects Versions | 5.8 |
| Created | Sep 28, 2026 |
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| Updated | Sep 30, 2026 |