Summary: Cached 3DGas Niagara system appears blocky in packaged game.
Brought up by a licensee via UDN: https://udn.unrealengine.com/s/question/0D5QP00000a17A40AI/niagara-fluids-simcache-artefacts-in-packaged-game
Their case includes an exe of the packaged result, an image, a zip, and a video of the issue.
I also reproduced the issue in vanilla 5.4.4 using the default Niagara 3DGas, which was cached and packaged for Windows.
How does TextureRenderTarget2D get TArray<uint8> type data?
How do I set a material as a post-processing material?
Why does the REMOVE method of map container remove elements have memory leaks?
How to delete some elements correctly when deleting an array loop?
What is the difference between Camera and CineCamera?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How does TArray loop correctly remove elements in blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-224305 in the post.
0 |
Component | UE - Niagara |
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Affects Versions | 5.4.4 |
Target Fix | 5.5 |
Fix Commit | 36876160 |
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Created | Sep 13, 2024 |
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Resolved | Oct 4, 2024 |
Updated | Oct 18, 2024 |