Divide by zero in beam update can cause editor to crash in Cascade

Rendering - Cascade - Sep 23, 2019

The licensee has traced the issue back to a divide by zero in  UParticleModuleTypeDataBeam2::Update. If the Target and Source are the same then the beams magnitude will be zero. When there is a Nois ...

Cascade pooled emitters are not reclaimed on disabled LODs

Rendering - Cascade - Aug 30, 2019

Pooled memory will not be reclaimed from emitters with disabled LODs if Disabled LODs Keep Emitter Alive is checked. ...

Casade debug cone is drawn at the wrong rotation

Rendering - Cascade - Aug 21, 2019

The B 3DDraw Mode functionality draws at the wrong rotation for the Velocity Cone module. It seems to draw 90 degrees off. Tested in 4.21.2 (CL - 4753647), 4.22.3 (CL - 7053647), 4.23 P7 (CL - 8115 ...

Set Component Tick doesn't work on Cascade Particle Systems

Rendering - Cascade - Jul 31, 2019

Changing the Component Tick Interval via Blueprints has no effect on Cascade particle system components. Tested in 4.21.2 (CL - 4753647), 4.22.3 (CL - 7053647), 4.23 P3 (CL - 7445012), 4.24 (CL - ...

Particles can not be displayed once they disappear in ParticleLOD

Rendering - Cascade - Jul 22, 2019

I have attached a project to reproduce. Particles_422.zip[Image Removed] The problem is that if there are multiple emitters It seems to reproduce when all Emitter is Disable. It works well if there ...

Particle Systems Feed Broken Values to Dynamic Parameters in Materials with Instanced Stereo Enabled

Rendering - Cascade - Jul 11, 2019

Particle Systems Feed Boroken Values to Dynamic Parameters in Materials with Instanced Stereo Enabled Working as expected in 4.21 CL# 4753647 Found in 4.22 CL# 7053642, 4.23 Preview 1 CL# 7236301, ...

Previous Tangent Recalc` and Size by Life misbehave at low FPS

Rendering - Cascade - Jun 18, 2019

At low FPS particle systems with "Previous Tangent Recalculation" enabled in the Ribbon Data result in messy mesh generation. Found in 4.21 CL# 4753647, 4.22 CL# 6574378, 4.23 CL# 6925347, and 4.24 ...

Particle systems have frame rate dependent simulations when Min Time Between Ticks is set, and ticking is managed

Rendering - Cascade - Jun 11, 2019

Managed ticking when combined with Min Time Between Ticks will cause particle velocity to vary depending on frame rate. ...

Async Tick error on Particle System

Rendering - Cascade - Jun 4, 2019

Whenever adding a Beam Data module along with Beam Source and Target, the Cascade editor produces an "NO ASYNC TICK" error. Tested in 4.21.2 (CL - 4753647), 4.22.2 (CL - 6547378), 4.23 (CL - 682596 ...

When the particle system manager is enabled particle system components will always tick in start physics

Rendering - Cascade - May 24, 2019

The particle manager only accounts for the particle system component's attach parent's EndTickGroup. When setting the tick group through the actor component the TickGroup is set instead of the EndTi ...