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 emitter spent memory.
1. Make blank project.
1. Copy some StaticMeshes form Engine contents.
1. Make ParticleSystem.
1. Set MeshParticle for first emitter, and set some StaticMesh.
1. Make Emitter and set MeshParticle to it, and set other StaticMesh.
1. Disable second Emitter.
1. Place this ParticleSystem onto blank level and save level.
1. Set this level to Game Default map.
1. Packaging project to Windows 64 bit exe.
1. launch created exe.
1. console command "obj list class=staticmesh" to check StaticMeshes.
1. you can see StaticMesh that referred from disabled Emitter.
Delay nodes occasionally don't fire the "Completed" output in a nativized build
I am not able to find world outliner how to enable it?
Installer 4.10 failed with error code R-1603
An error occurred while trying to generate project files !?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-20056 in the post.
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Component | UE - Niagara |
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Affects Versions | 4.8.3 |
Created | Aug 17, 2015 |
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Resolved | Aug 18, 2021 |
Updated | Sep 19, 2021 |