Client crashes when executing seamless travel with an active particle system in the level that was spawned at runtime

Rendering - Cascade - Apr 16, 2019

Clients crash when being part of a Seamless Travel if there was an active particle system in the level that was spawned at runtime. If the travel is not seamless, the particle system is placed in th ...

Changing particle system template via Blueprints crashes Editor and packaged game

Rendering - Cascade - Apr 4, 2019

Setting a ParticleSystem component in a Blueprint to none/null with a "Set Template" node causes the editor and the packaged project to crash. I have noticed this when migrating my game to 4.22, whi ...

Pivot Offset Module does not respect on/off toggle

Rendering - Cascade - Mar 22, 2019

Toggling the Pivot Offset module in a Cascade Particle System has no effect on the particle system's position. Tested in 4.20.3 (CL - 4369336), 4.21.2 (CL - 4753647), 4.22 (CL - 5439949), 4.23 (C ...

Data Tables with 'ParticleSysParam' structs cause crash

Rendering - Cascade - Feb 4, 2019

Data Tables with 'Particle Sys Param' structs in them as variables will crash when opened. ...

GPU Particle Initial Color With Distribution Constant Curve Will Not Transition Between Points

Rendering - Cascade - Jan 24, 2019

GPU Particles will only use the first point of an Initial color module with Distribution set to Constant Curve. Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.222 CL# 4768593 ...

GPU Particle Preview Flickering with Distance Field Collision

Rendering - Cascade - Jan 15, 2019

When switching from Scene Depth Collision to Distance Field Collision for a GPU particle system the preview window flickers, but returns back to normal when switching back to Scene Depth. Found in ...

Incorrect Particle Translation When Reactivated

Rendering - Cascade - Oct 30, 2018

When attaching a ribbon particle system to a moving object, undesired/unexpected effects take place when the object moves out of camera view.  Found in 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 CL# ...

Movement Tolerance for Spawn Per Unit Does Not Function

Rendering - Cascade - Oct 19, 2018

Motion tolerance for Spawn Per Unit does not affect the particle system. Even if the vaules are set very high. Found in 4.18 CL# 3832480, 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 Preview 2 CL# 4472 ...

EarlyZPassOnlyMateriaMasking Makes Masked Materials on Particles Flicker When Close to the Camera

Rendering - Cascade - Oct 12, 2018

When "r.EarlyZPassOnlyMaskedMaterials" is enabled, masked materials used with particles will flicker when close to the camera. Found in 4.17 CL# 3658906, 4.18 CL# 3832480, 4.19 CL 4033788, 4.20 CL# ...

Cascade ParticleRelativeTime Outputs Constant 0 on Mobile

Rendering - Cascade - Aug 29, 2018

Cascade ParticleRelativeTime outputs constant 0 on mobile. Found in 4.19 CL# 4033788, 4.20 CL# 4302132, 4.21 CL# 4321618 ...