Cascade - GPU, PSA Velocity Innitial size bug

happens in 4.16 and up.
(and together with the other bug report I just made ruins a lot of my marketplace packs and client work)
Examples shown in 4.16.

When the min/max of the initial size of a gpu particle with psa-velocity has a bigger difference than about 300 gpu particles will only emit as thin streaks.

create gpu particle, spawn quite a lot.
PSA Velocity
initial Size > difference between min-max on either X and Y needs to be about 300 units, dont know exact number where it starts to happen.

Result:

Expected result (sort of):

Since this happens in 4.16 up to 4.18 and influences marketplace packages, client works, games packages on 4.16 and up I highly suggest to fix this in 4.16 and up.

Hi Luos,

Particles aligned via PSA Velocity have values set randomly in the X and Y Channels. Since you haven’t locked the X and Y Axes in the Initial Size module, yes you will get some stretching. You are getting stretching in both of the examples you showed, but since the difference between min-max is greater in the first example, obviously it will be more noticeable.

this is not the case, even if you have a size of 4000 x 3200 you’d get ultra thin slices.
And even with 800x600 you wouldnt get such thin elements. so it would be nice if you could actually test this.
Because obviously this doesnt make sense.

Please provide me with a sample project demonstrating that this is a bug and not working as intended, and I would be happy to investigate.

Jon,
I showed both proof and written down the steps to take to recreate the issue.
I have tested it on multiple engine versions for you so its easier to track down.
I guess that is not enough to take me seriously, so here is a project in 4.18.1 which also contains a 4k resolution bug which makes all the modules extremely small but I will post that in another AH bug report.
https://luos.stackstorage.com/s/1c1Q8SgzgFxIWPN

Tell me if this comes anywhere near the 8000x3000 size?

I suggest you to run the simulation for somewhat longer and you will see particles spawn that are lines to thin I think they might even be 8000x1

After checking out your sample project, it seems like the stretching issue has nothing to do with Screen Alignment being set to PSA Velocity. As you can see in the screen shots below, changing this has no effect.

Instead, the bug seems to be connected to “UVFlipping Mode” under Rendering on the Required node of the emitter. If this is set to anything other than “None,” the particles can become stretched and distorted. As a workaround, I have discovered that if you change the Mirror Flags under Initial Size module 0 (X-Axis) from “different” to “same” it will fix the stretching even if UVFlipping Mode is enabled.

I have already logged the UVFlipping Mode bug as [JIRA UE-52507][5].

Our developers will be investigating the issue further. Please follow that link to monitor the status of the report.

Hey Jon, apologies for the weird image used as an example, I removed it a few seconds after uploading the files but I guess I was too late. so my humble apologies for that. wont happen again.
I did not intend to add the image and while I just pulled it from my desktop to express my frustration with the bug itself to some friends.
(Tim also slapped me on the fingers about me being a bit too verbal about said frustration, and he is right)

Thank you for delving into this, and I really appreciate your effort to find a solution for it.
I barely touch mirror flags, so never even considered changing them.