Particle system lasts for only 1,000 seconds with a 60,000 lifetime

I have a particle system that bursts 400,000 GPU sprites on the surface of a sphere
Then adds a small amount of velocity in all directions (between 1,1,1_-1,-1,-1)

The lifetime and duration are set to 60,000 however the particles seem to get destroyed at 1,000 seconds

Why is this and how can I get around this problem

Here is an example video

YouTube Video

Hey AlphaSierra216 -

From your video I cannot directly see, but it looks like your CPU/GPU are slowing down and then the Particles Disappear and then the CPU seems to pick up some framerate again. So, it could simply be a limitation of your CPU. I would also tell you to look to make sure that there is nothing in the particle system that is spawning on tick.

Thank You

Eric Ketchum

I don’t think that is it

There is no difference between when the particles are there and not on the CPU

And the GPU has lots of usage left

There is nothing spawning on a tick

20678-notspawning.jpg

Hey AlphaSierra216 -

What is the radius of your sphere and what is the fixed bounds set as?

I am going to try to reproduce your system and see if I can get the exact behavior you are experiencing

Thank You

Eric Ketchum

Here are the Uassets I’m using

https://drive.google.com/folderview?id=0B2S6QGFeC1YST0g5UERnSmxRUXM&usp=sharing

Hey AlphaSierra216 -

I have been able to reproduce this bug and have alerted our engineers to it. I will keep you informed as we investigate this issue further, for reference UE-5389.

Thank You

Eric Ketchum

Any progress on this?
Is it just low priority for you guys?