Particle Lights do not honor Lighting Channel assignments

Rendering - Cascade - Jul 15, 2016

Particle system light's module does not use Lighting Channels. The particle system itself will accept lighting from it's assigned lighting channels but the lights spawned from the particle system, n ...

GPU Particle Emitters not Inheriting Velocity from Event Generator Particle Module

Rendering - Cascade - Jun 17, 2016

When using an Event Generator in a particle emitter that passes velocity for other emitters to inherit, only CPU emitters take on the velocity, and not the GPU emitters. In the test case/project I ...

Spawn Emitter Attached not working in Packaged Game

Rendering - Cascade - Apr 2, 2016

Spawn Emitter Attached not working in Packaged Game. Not sure if it isn't spawning the emitter or if it is spawning at the wrong location. ...

Depth Fade breaks Lit Trans. Particles Casting Shadows

Rendering - Cascade - Dec 8, 2015

Adding a Depth Fade node into the Lit Translucent Material used on a Particle System will cause the particle to not cast Shadows. The behavior is a regression from 4.9.2. 4.9.2:[Image Removed] 4. ...

Mesh emitters are not obeying changes to r.DetailMode

Rendering - Cascade - Sep 23, 2015

Emitter modules that are set to the "High" detail mode are removed when changing the engine scalability settings to "low", but not replaced when setting them back to "Epic." The emitter is updated c ...

Assets in disabled Emitter will cooked and loaded in Game.

Rendering - Cascade - Aug 17, 2015

Assets referred from disabled Emitter will cooked and loaded in Game. And licensee wants to make ParticleSystem with some emitters and sometimes they want to keep emitters but disabled. But disabled ...

Tooltip on Beam Source Name is incorrect

Rendering - Cascade - Oct 24, 2014

In the Beam's Source Module the tooltip for the Source Name is actually the tooltip for the Source Tangent Strength. ...