When a Niagara emitter has multiple Mesh Renderers and each renderer draws a different subset of particles (via Renderer Visibility), all renderers are drawn using the color of particle index 0 in t ...
A material using the Particle Random Value node returns the same value for every particle drawn by a Niagara Mesh Renderer. Particle transforms are not affected, only the random value. This happens ...
Affects: 5.8 (verified on Release-5.8), Windows, EditorSummary Adding fx.Niagara.DataChannels.Enabled=true to an ini file makes the Niagara editor assert when a Data Channel Read is created. The sa ...
A race condition exists in GetFunctionSig_Write() and other places where FNiagaraFunctionSignature is lazily initialized because multiple worker threads can progress past if (!Sig.IsValid()) and st ...
Sorry for the AI ticket, but it did a better job than I could: Rendering a level sequence through Movie Render Queue crashes the editor with an EXCEPTION_ACCESS_VIOLATION when the scene contains a N ...
Passing through the vertex interpolator, the DebugFloat3Values output appears garbled, but if you remove the VertexInterpolator the particle’s position is accurately returned. This happens with Part ...
In NiagaraDataChannelData.cpp, FNiagaraDataChannelDataProxy::EndFrame enqueues a GPU readback for each entry in PendingGPUReadbackBuffers, but the corresponding FNiagaraGPUInstanceCountManager::Free ...
Crash / null pointer dereference in FNiagaraEditorModule::PrecompileDuplicate(). File: Engine/Plugins/FX/Niagara/Source/NiagaraEditor/Private/NiagaraCompiler.cpp Function: FNiagaraEditorModule::Pre ...
Starting with UE 5.4, function FNiagaraRendererRibbons::GenerateDynamicData() from file [NiagaraRendererRibbons.cpp] attempts to calculate DynamicData->MaxAllocatedCountEstimate as such: DynamicDat ...
Using the new NDC BP nodes in 5.7 causes sorting to break; one system, regardless of world placement, is always drawn over the other. Even when the viewpoint puts the dominant system in the foregrou ...