Ribbon type particles seem to crash the engine if they enter a killbox. This reproduces 8/10 times on the first attempt, you may need to play with the kill box placement (left corner and right corner positions) to get the crash to occur. Usually adjusting the Z values (placing the box higher or lower) gets the crash reliably.
RESULT
Crash as the particle enters the killbox.
EXPECTED
As the particles enter the kill box they are killed.
UE4Editor_Engine!FDynamicRibbonEmitterData::FillVertexData() particlesystemrender.cpp:6072
UE4Editor_Engine!FDynamicTrailsEmitterData::DoBufferFill() particlehelper.h:2295
UE4Editor_Engine!FDynamicTrailsEmitterData::GetDynamicMeshElementsEmitter() particlesystemrender.cpp:5464
UE4Editor_Engine!FParticleSystemSceneProxy::GetDynamicMeshElements() particlesystemrender.cpp:6892
UE4Editor_Renderer!FSceneRenderer::GatherDynamicMeshElements() scenevisibility.cpp:1958
UE4Editor_Renderer!FSceneRenderer::ComputeViewVisibility() scenevisibility.cpp:2617
UE4Editor_Renderer!FDeferredShadingSceneRenderer::InitViews() scenevisibility.cpp:2860
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() deferredshadingrenderer.cpp:589
UE4Editor_Renderer!RenderViewFamily_RenderThread() scenerendering.cpp:1728
UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`21'::EURCMacro_FDrawSceneCommand>::ExecuteTask() taskgraphinterfaces.h:883
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() taskgraph.cpp:954
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() taskgraph.cpp:701
UE4Editor_RenderCore!RenderingThreadMain() renderingthread.cpp:325
UE4Editor_RenderCore!FRenderingThread::Run() renderingthread.cpp:459
UE4Editor_Core!FRunnableThreadWin::Run() windowsrunnablethread.cpp:76
Head over to the existing Questions & Answers thread and let us know what's up.
4 |
Component | UE - Niagara |
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Affects Versions | 4.14.3, 4.15.1 |
Created | Mar 29, 2017 |
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Resolved | Aug 18, 2021 |
Updated | Sep 19, 2021 |