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 ...

[CrashReport] FCurveEditorSharedData::FCurveEditorSharedData

Rendering - Cascade - Nov 1, 2017

This is a trending crash coming out of the 4.18 release. It may be a regression as there is no record of it occurring in 4.17. User Descriptionsopening a particle from the conetnt browser Source ...

[CrashReport] UE4Editor_Cascade!FCascadeEdPreviewViewportClient::GetCascade() [cascadepreviewviewportclient.h:72]

Rendering - Cascade - Jul 14, 2017

This is a common crash affecting users in 4.16. It appears to be a continuation of UE-36257. Users have not provided additional information about this crash. Source Context/** Accessors */ 63 ...

Particle Parameter change resets all vector parameters to default values in level instances

Rendering - Cascade - Jun 29, 2017

Particle Parameter change resets all vector parameters to default values in level instances. This only seems to effect Vector and Vector Random Parameter types. User Description: I have a particle ...

OnParticleCollide doesn't return Velocity on every bounce

Rendering - Cascade - Jun 2, 2017

OnParticleCollide doesn't return Velocity on every bounce. In code it lists all the return pins trigger 'on kill'; however, all other pins return correctly on each bounce but the velocity does not. ...

Particle System With Light Module Breaks Source Length Or Min Roughness

Rendering - Cascade - Apr 7, 2017

When adding a particle system to a scene with dynamic point lights with their source radius/min roughness altered results in those parameters getting reset to default. NotePoint light mush have cas ...

High Quality Lights Do Not Move With Local Space Particles Correctly

Rendering - Cascade - Mar 29, 2017

High quality particle lights won't behave as expected under these conditions.A particle system component has its relative location offset in blueprintThe particle system is using local spaceThe ligh ...

Crash When Using Kill Box/Kill Height With Ribbon Emitter

Rendering - Cascade - Mar 29, 2017

Ribbon type particles seem to crash the engine if they enter a killbox. This reproduces 8/10 times on the first attempt, you may need to play with the kill box placement (left corner and right corne ...

Line Attractor Does Not Work With Local Space Enabled

Rendering - Cascade - Feb 24, 2017

The line attractor module doesn't seem to work properly with local space. If you move the particle system you will notice that the line attractor moves at a different rate than the actual particle s ...