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 ...
All Niagara Scripts are uncompiled by default. This has been logged ([Link Removed]). Compiling the script resolves the warning noted in 66593 for Module and Function Scripts. Dynamic Input Scripts, ...
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 map QA-Effects example 1.2. I've included a gif showing the issue [Link Removed]. The quality isn ...
Camera offset module of particle system does not work when split screen. It seems that it becomes the same offset as one view. I tried reading the code a bit. I thought it was happening because I ...
No user comments in crash group ...
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 ...
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 ...
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 ...