When setting the Kill Particles boolean of an emitter in a Niagara System to true, the editor crashes. So far, I've only been able to reproduce the issue with the NS_EH_KP system that a user provide ...
It seems that the crash is related to all of the "Write" events. I tested the Event ChaosDestruction Write, Event Float Write, and Event Bool Write and all 3 caused the crash, but their "Read" count ...
The issue comes from sorting being abled while having a scene capture actor. The enclosed 7z contains assets relevant to reproducing the issue. ...
The collision DI input is a hidden input, but is necessary for compilation. The input node should likely be marked as required, not hidden. ...
UParticleSystemComponent::SetComponentTickEnabled can fail to disable ticking due to IsTickedManaged not checking if the particles system is pending registration. The crash was in part because of c ...
Niagara components don't null check their tick functions, and can cause a crash as a result. Compare to UParticleSystemComponent::TickComponent which does. It's fairly common in the engine to pass n ...
In 4.26.1, if you remove the collision module from NiagaraSystem, the Precompile will not occur. ...
Not a regression as this also occurs in //UE4/Release-4.25.4 Behavior should work like other BP nodes, where copy/pasting puts the node where the mouse cursor is located. Current behavior is time ...
This issue is not present in 4.25.4 You can also avoid the problem if the LoopBehavior of the EmitterState is Multiple and LoopDelay is enabled. [Image Removed] It seems to be a binding of certai ...