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 ...

Cascade Alpha Over Life Module Doesn't Interpolate Vaules That Differ in .05 or Less With "Can Be Baked" Enabled

Rendering - Cascade - Aug 16, 2018

Alpha over life module doesn't interpolate vaules that differ in .05 or less with "Can Be Baked" enabled. Found in 4.19 CL# 4033788, 4.20 CL# 4233996, 4.21 CL# 4291146 ...

Cascade Beam Emitter Lifetime Module Is Broken

Rendering - Cascade - Aug 3, 2018

Cascade beam emitter lifetime module is broken.  Working as expected in 4.19 CL# 4033788 Found in 4.20 CL# 4233996, 4.20 CL# 4247867 This is a regression. ...

Level Bounds Incorrectly Calculated If Particle System Does Not Have "Use Fixed Relative Bounding Box" Enabled

Rendering - Cascade - Jul 26, 2018

If "Use Relative Fixed Bounding Box" is disabled, level bounds will be incorrectly calculated. This seems to be similar to UE-38870. Found in 4.19 CL# 4033788, 4.20 CL# 4212847, 4.21 CL# 4233289 ...

Beam Emitter Does Not Use Local Space

Rendering - Cascade - Jul 11, 2018

The Beam Emitter does not use local space, and you cannot check “Use Local Space“ in Required module. Found in 4.19 CL# 4033788, 4.20 Preview 5 CL# 4173640, 4.21 CL# 4199311 ...

Crash after playing using FX.AllowGPUParticles during play

Rendering - Cascade - Jul 6, 2018

If user use "FX.AllowGPUParticles 0" during play, a crash will occur after the play ends ...

Particle emitter with Mesh Data type does not change material to new material instance

Rendering - Cascade - Jun 4, 2018

Particle emitter with Mesh Data type does not change material to new material instance. It will not apply changes that are being made at run time to a parameter in the material instance being used.  ...

Cascade drag and drop and scaling changes based on docked location with high DPI

Rendering - Cascade - May 11, 2018

Scaling for Cascade changes when different particle effects become docked or un-docked to different windows. Drag and drop functionality is also skewed, as the module moves further than your mouse d ...