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Cannot toggle particle Visibility, when at start Visibility is set to 0?

Hello everyone!

I've stumbled upon an interesting issue, when trying to toggle Visibility of a particle emitter. If the emitter is generated, when the Visibility is set to 1 - I am able to turn the visibility on/off. However, if the emitter is generated when Visibility is set to 0 - it's always hidden. I use Fixed Relative Bounds on GPU particles.

Is this a bug or the way the particles behave? Does anyone has any workaround idea?

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Product Version: UE 4.17
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asked Dec 20 '17 at 07:44 AM in Bug Reports

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avatar image lionclopeg Dec 23 '17 at 07:06 PM

Bump the thread?

avatar image lionclopeg Dec 23 '17 at 07:12 PM

I saw a similar question on the forum, that was reported as a bug: https://issues.unrealengine.com/issue/UE-43497

That was eventually backlogged.

This discussion on the forum is related to the bug report: https://answers.unrealengine.com/questions/581912/particle-component-is-not-visible-if-was-not-visib.html

As a workaround, it was suggested to add particle bounds. In my case, the bounds are already in place, and the range of bounds does not do any effect. Does anyone have any idea for a workaround?

avatar image lionclopeg Jan 11 '18 at 02:15 AM

LOL, I wonder how many times I should bump this, before getting an answer :)

avatar image lionclopeg Jan 14 '18 at 04:27 AM

If you post a question on Linux forum - you won't get an answer. If you post the same question, saying that Linux sucks - you'd get an answer in minutes. Does the same rule applies here?

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Hi lionclopeg,

Currently our resources are dedicated elsewhere and UE-43497 is not a priority item for us to work on. We don't have a timeframe for when or if this may be addressed. Please keep in mind that with source code access, a programmer on your project can implement your own solution, and you are welcome to share that result with Epic for possible integration.

We've recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.



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answered Jan 21 '18 at 05:45 PM

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Jon X ♦♦ STAFF
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avatar image lionclopeg Jan 23 '18 at 04:15 AM

Thanks for answer, Jon X!

So, from what I understand, this is an actual misbehavior, instead of an improper function use? UE-43497 is something that shouldn't be directly related to what I have, so I'll definitely go ahead and report that.

I wonder if there is another function I could use to toggle particle visibility,

avatar image lionclopeg Feb 18 '18 at 10:58 PM

Yeah, that's totally different from UE-43497. I might've confused you with what I have. Should I create a blank project to show what I am experiencing?

avatar image Jon X ♦♦ STAFF Mar 05 '18 at 08:32 PM

A sample project or very precise steps to recreate the bug in a blank project definitely helps! You can add these to your bug submission. You can also reference this AnswerHub thread in the bug submission.

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