1、Create a Material with ParticleRandom node along with a debug scalar material function connected and plug into Diffuse input.
2、Create a Niagara particle using a Mesh render. Assign a cube as the render mesh. Set the Source mode to Emitter. Overwrite the Mesh render Material with the Material just created above. The number 0 is showing on the Cube's surface
3、In the Emitter update statge, set a Emitter.Float and bind this value to Mesh Render's Material Random Binding slot
4、The number on the surface is not reflecting while changing the Emitter.Float
PS: If using Partilce Source Mode, things are working correctly; If using Emitter source Mode with Sprite render, things are working correct also.
Expectation: Emitter source mode of Mesh render should have Material Random binding working properly
A short video attached shows the preproduce process really quickly
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-219322 in the post.
| 0 |
| Component | UE - Niagara |
|---|---|
| Affects Versions | 5.4 |
| Target Fix | 5.5 |
| Fix Commit | 34821493 |
|---|
| Created | Jul 14, 2024 |
|---|---|
| Resolved | Jul 15, 2024 |
| Updated | Aug 13, 2024 |