This problem caused by incorrect initialization of RandomStream in the GPU particle.


	virtual void Init() override
		check(AllocatedTiles.Num() == TileTimeOfDeath.Num());
		FreeParticlesInTile = 0;
#if 1  // fixed code
		EmitterInstRandom = RandomStream.GetFraction();

Steps to Reproduce
  1. Open attached project[Image Removed] on ue4.25
  2. Press Play In Editor
  3. see particle behavior

The particle flow always flows in the same direction, regardless of using the randomized VF rotation.



[Image Removed]

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ComponentRendering - Cascade
Affects Versions4.234.244.25
CreatedJun 30, 2020
UpdatedSep 24, 2020