Description

Note: This worked correctly up to UE 5.4, but repros from UE 5.5 up to mainline latest.

If a Niagara Emitter is set up with "Spawn Burst Instantaneous" on time 0.0, and the spawned particle(s) have their lifetime set to the emitter's Loop Duration, the particle briefly disappears for a single frame between one loop and the next. This happens even on the "SingleLoopingParticle" template. The issue is most important for static effects, such as the "GlowBase" emitter on the "NS_JumpPad" system included in the ThirdPersonTemplate.

Notes:

  • The problem repros consistently for a "Loop Duration" of 5.0 or more seconds. It may not be observed with lower durations.
  • The problem repros in both "CPUSim" and "GPUComputeSim" modes.
  • The problem repros with Interpolated Spawn Mode set to "Interpolation", but not with "No Interpolation"
Steps to Reproduce

=== Repro A ===

1. Create and edit a new Niagara System from the "SingleLoopingParticle" template
2. Note that the particle flickers for a single frame when the timeline reaches 5.0s (the system Loop Duration)

=== Repro B ===

1. Create and edit a new Niagara Emitter from the "SingleLoopingParticle" template
2. On "Emitter Update" – "Emitter State":
2.1. Set "Life Cycle Mode" to "Self"
2.2. Set "Loop Behavior" to "Infinite"
2.3. Set "Loop Duration" to "5.0"
3. On "Particle Spawn" – "Initialize Particle":
3.1. Verify "Lifetime" is "Emitter.CurrentLoopDuration" (or set it to "5.0")

=== Notes ===

  • The flicker does not seem to happen for lower Loop Durations, but it does for higher ones.
  • The flicker happens in both "CPUSim" and "GPUComputeSim" modes.
  • The flicker happens with Interpolated Spawn, but not with "No Interpolation".

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Backlogged
ComponentUE - Niagara
Affects Versions5.55.6
Target Fix5.7
CreatedJul 16, 2025
UpdatedJul 17, 2025
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