VFInitRotation(Cascade) always provides the same rotation

Rendering - Cascade - Jun 30, 2020

This problem caused by incorrect initialization of RandomStream in the GPU particle. //PaticleGpuSimulation.cpp virtual void Init() override { ... check(AllocatedTiles.Num() == TileTimeOfDe ...

If "Update Position Eash Frame" of "Skel Vert/Surf Location" is enabled, the particle continues to rotate.

Rendering - Cascade - May 25, 2020

It seems to have occurred since UE4.23, and the cause was the following part of "ParticleModules_Location.cpp".//From UE4.23 if (bOrientMeshEmitters) { //We have the mesh oriented to the normal o ...

ObjectScale returns a Cascade Mesh particle's XYZ scale as 1.0

Rendering - Cascade - May 13, 2020

Sampling a Cascade Mesh Particle's scale always returns XYZ as 1.0 This is a regression from UE4/Release-4.24.  This does NOT affect Niagara Mesh particles.  I've attached a Cascade (left example ...

Particles are only activated when the camera moves back

Rendering - Cascade - Mar 3, 2020

UParticleSystemComponent :: CanConsiderInvisible () Particles determined to be invisible by MaxSecondsBeforeInactive seem to be activated only when the camera moves back. Is this correct behavior? ...

Particle System Components don't inherit owner's time dilation

Rendering - Cascade - Feb 7, 2020

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.  ...

Reset seed on emitter looping not working properly

Rendering - Cascade - Dec 31, 2019

The "Reset Seed on Emitter Looping" has no effect when enabled.   Tested in: 4.22.3 CL#7053642 , 4.23.1 CL#9631420 , 4.25 CL#10868506 ...

Cascade sprite scales incorrectly / flickers when set Screen Alignment to Velocity

Rendering - Cascade - Dec 10, 2019

Very easy to reproduce. uasset file provided. Doesn't happen in 4.22.3 ...

Screen Aligned(Velocity) particles deform at low velocity

Rendering - Cascade - Nov 22, 2019

Screen aligned particles with very low velocity will squash in 4.23+ (No squashing in 4.22) Confirmed in 4.25 MAIN at CL 10333042 ...

Vector Field Initial Rotation will always have the same initial rotations for each emitter instance

Rendering - Cascade - Nov 11, 2019

The Vector Field Initial rotation module will have the same rotation for all instances of the same emitter. This is a regression from 4.22. ...

"NO ASYNC TICK" in Cascade viewport when adding a Skel Vert/Surf Location

Rendering - Cascade - Nov 7, 2019

Adding a Skel Vert/Surf Location node to a Particle Effect causes it to stop displaying particles and throws the warning "No Async Tick". Toggling Skel Vert/Surf Location off allows the Particle to ...