Description

In split-screen, Niagara GPU Distance Field collision appears to be evaluated against only the first view passed into the Niagara GPU sim (view index 0), rather than per split-screen view. Because Global Distance Field coverage is view-dependent, collision can stop once the Niagara system is no longer covered/valid for that first view, even if the other split-screen view remains near the system and still has valid Global Distance Field visualization.

Reproduced in UE 5.7.3 and UE5-Main CL 50708264.

A repro project will be attached.

Steps to Reproduce

1. Open the attached repro project (created in 5.7.3).

2. Press Play (PIE).

3. Confirm split-screen is active (project creates a second local player on BeginPlay).

4. Observe the placed Niagara system configured with Sim Target = GPUCompute Sim and Collision = GPU Distance Fields.

5. With both players near the system, confirm particles collide as expected.

6. Move Player 1 far away from the Niagara system (fall off edge per map setup).

7. Observe that collision stops (even though the second split-screen view remains near/seeing the system).

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-366361 in the post.

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Unresolved
ComponentUE - Niagara
Affects Versions5.55.65.75.8
CreatedFeb 17, 2026
UpdatedFeb 26, 2026
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