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 ...

Cascade Particles with Module Collision do not behave correctly (die) when colliding with plane in PIE

Rendering - Cascade - Apr 3, 2018

Cascade Particles with Module Collision do not behave correctly (die) when colliding with plane in map QA-Effects example 1.2. I've included a gif showing the issue Particles.gif[Image Removed]. T ...

Doing a scene capture of a particle off screen on a thread other than the game thread in a packaged game asserts/crashes

Rendering - Cascade - Feb 15, 2018

From licensee: When building and running the package on windows or other platforms, the game stops at an Assert when a particle is being rendered (off screen) from a thread other than the game thre ...

Exported Particle Emitter Tries to Reference Graphs of Original System

Rendering - Cascade - Dec 7, 2017

User reports that the bug was initially discovered in 4.18 and then reproduced in 4.16 project (attached). Per User: For some reason when exporting this emitter to any other system bugs out. When ...

UV Flipping Mode Causes Stretching of Particles

Rendering - Cascade - Nov 17, 2017

If "UVFlipping Mode" under Rendering on the Required node of an emitter is set to anything other than "None," the particles can become stretched and distorted. As a workaround, I have discovered th ...