GPU Particles Display Bug

Hi guys,

I’m having issues with my GPU Sprites disappearing from certain angles with a bounding box. I’ve tried extremely large bounding box sizes and incrementally walked it down as well. Without a fixed bounds, I don’t get this issue, but the particles disappear when the source emitter leaves the viewport. Is this a bug? Is there anything I can do?

I tried with both lit and unlit particles, separate translucency on and off…etc. I can clearly see that the particle geometry itself is disappearing, not just the material or anything.

I made a video displaying the issue here: UE4 GPU Emitter Bug - YouTube

I’m having graphical problems too with Unreal Engine 4.6 and it also seems to impact some Unreal Tournament levels, here’s the link to my post on it, do you have any issues like these as well as this GPU particle problem? If so then I wonder if it’s all related to the rendering or buffering in the viewport, or camera based occlusion or frustum culling:
https://answers.unrealengine.com/questions/137167/unreal-engine-46-preview-graphical-tearing.html

Mine doesn’t appear to be the same bug. After I revisited this I may have the issue solved. Basically I went in and did not manually set the bounds of the emitter, rather I used the top menu buttons to set the bounds (there’s a drop-down off the bounds button) and that seemed to somehow make it work. I’m not sure what the issue is or if it’s a bug or if it’s something to do with the bounds not matching the actual area the effect uses or something?

1 Like

Hey Hitpawz -

A good test for this is to look at your newly set fixed bounds as if you where going to set them manually and compare the Min and Max XYZ Values to what you were entering before. The automatic fixed bounds isn’t 100% perfect but it does do an amazing job of centering the bounds box on your effect.

Thank You

Eric Ketchum