In UNiagaraComponentPool::ReclaimWorldParticleSystem, the cleanup loop for WorldParticleSystemPools calls KillUnusedComponents with the reclaimed component's NiagaraSystem (Asset) instead of the sys ...
Method FNiagaraScalabilityManager::ProcessSignificance() iterates on indices from Context.SignificanceIndices and uses them to access the State and ManagedComponents arrays. It can then decide to cr ...
When updating the niagara component in AdvanceSimulation with a tick, the memory of the Niagara tag keeps increasing between pause and resume. ...
“FX.TestGPUSort” fails on both PC Editor and Android with Vulkan RHI. ...
Starting with UE 5.4, the Color Picker Tool no longer updates preview values in real time for certain editor windows like Niagara when working with User Parameters. This behavior is a regression fr ...
In Niagara, Mesh Renderers expose a "Meshes" array for selecting the meshes to be rendered. On each array entry, a property "Mesh Parameter Binding" is available and allows the user to override that ...
Please see the Additional Link for related UDN information. The UV popping described can be subtle, depending on settings; it's affected by spawn rate and GPU vs CPU. The popping shown in the gif t ...
This user made a github pull request: [Link Removed] but it was auto rejected. I think that we can consider taking their fixes, but keeping it disabled by default. ...
NiagaraSystem with EEiagaraGpuComputeTickStage::PostInitViews should not have bSupportsParallelGDME because of possible multi-threaded contention, but FNiagaraSystemInstanceController::GetGpuCompute ...
Foreword: Even if the behavior described here is by design, it is rarely (if ever) expected or desired. This was discussed and agreed to be treated as a bug. Explanation below. When interpolated sp ...