Particle emitter Depth Fade node isn't accurate on iOS. When set to a normal value (around 100) it will fade out at about 65,000 units away from the particle.

Licensee Description:

we use a particle system to produce mist effect among mountains. The scale of the level is quite large. The mist plays fine both on PC and Android device. But for some unknown reason the mist stop rendering on iOS. We found that the camera distance is the key, the mist will only be rendered within a certain distance from the camera, but it is only for iOS. So how do we fix this on iOS to get what we had on PC and Android.

Steps to Reproduce
  1. Open the attached test project
  2. Launch the project on a iPhone (iPhone 5 was used for internal testing but the licensee reported seeing this on a iPhone 6 as well)
  3. Once deployed, run the player away from the mist particle effect towards the camera

Results: Watch the Print String, at about -65,000 away from the particle, it will fade away

Expected: For the Depth Fade to be taken into account and give the same results as Android and Windows

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By Design
ComponentUE - Platform - Mobile
Affects Versions4.15.2
Target Fix4.17
CreatedMay 18, 2017
ResolvedJun 13, 2017
UpdatedSep 16, 2019
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