Regardless Niagara or Cascade, dynamic parameters for particles are passed to pixel shaders from vertex shaders via InterpolantsVSToPS.
It can cause a precision error on some materials, for example like the following image.
[Link Removed]
If we set the material's dynamic parameter to 1.0, you can see the particles looks noisy incoIrrectly.
[Link Removed]
Because its interpolator output values slightly different from 1.0 to each pixels. As a results, frac(dynamicparameter) of some pixels returns 0.9999 because the dynamicparamter of the pixel is less than 1.0.
[Link Removed]
[Link Removed]
I tried adding "nointerpolation" to DynamicParameters' interpolators as a test on 4.23 and it seemed to fix this issue.
(Shelved CL:7683250)
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How to properly terminate the DoWork thread function in FAsyncTask?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
I can't open my map from the editor.
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-78214 in the post.
1 |
Component | UE - Niagara |
---|---|
Affects Versions | 4.21, 4.22, 4.23 |
Target Fix | 4.25 |
Created | Aug 1, 2019 |
---|---|
Resolved | Nov 8, 2019 |
Updated | Jan 28, 2020 |