When creating a blueprint class based on a C++ actor with a Niagara component, color curves will cause the editor to crash when compiling the blueprint. This will impact users creating their own cla ...
UParticleSystemComponent :: CanConsiderInvisible () Particles determined to be invisible by MaxSecondsBeforeInactive seem to be activated only when the camera moves back. Is this correct behavior? ...
The BP function calls FNiagaraSystemInstance::SetEmitterEnable, which sets ExecutionState on the emitter instance to ENiagaraExecutionState::Inactive. FNiagaraSystemSimulation::PrepareForSystemSimul ...
The Custom Side Vector facing mode is no different than the Custom facing mode on Niagara ribbons. The linked UDN has more information on a potential cause, as well as a proposed fix. It looks like ...
Using Collision without Update Age will prevent any particles from spawning. In Collision Query and Response DataInstance.Alive has a default value of false. If no other module sets DataInstance.Ali ...
Also tried it out by replicating the setup in an Actor blueprint with the same result. ...
The Niagara viewport does not adjust exposure when using the Auto setting for exposure. This is especially pronounced when using physically based values for skylight intensity. ...
This is a regression introduced by the particle system manager. It does not account for the owning actor's time dilation when ticking the particle system components. ...
Niagara VectorFields do not function properly since "Fix CPU Access" changes are not persistently saved. After every Editor restart or reopening projects, the Niagara-VectorField driven Emitter and ...
Changing a Niagara System Component's Override Parameter in a parent BP does not change the value in the child BP ...