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 ...

Particles Do Not Obey Lighting Channels

Rendering - Cascade - Apr 17, 2018

Particle systems ignore lighting channels - no matter what channel a light is on (even if no channels are selected), it will affect lit particles. Changing lighting channels on the particle itself h ...

Generate Particle Event Blueprint node doesnt generate particles at relative "InLocation"

Rendering - Cascade - Apr 3, 2018

The EventReceiver Spawn module doesnt seem to take in parameters from linked Particle Generated Event. When setting the location of the Blueprint node (In Location), the relative position of the Par ...