So, I have a scene with a few particle effects floating around (scripted with blueprints). When the player comes into contact with the group, the particles fly towards the player actor, leaving ribbon trails behind them, until the come into contact with the player, in which case the trail emitter is disabled, and the particles set to respawn. The ribbon trails use a separate emitter inside the main particle effect, and the emitter is enabled and disabled using the Set Emitter Enable node. On collection, the entire particle system is set to inactive until it is respawned later.
This all works, most of the time. However, occasionally, and intermittently (such that I can’t reliably reproduce it, only with about a 1/15 chance), the particles will, instead of flying towards the player, zoom off in random directions, and produce the following warnings to the output log:
LogParticles:Warning: RIBBON : FillReplayData failed.
LogParticles:Warning: IndexCount (1126187536) exceeds allowed value (65535).
LogParticles:Warning: ActiveParticleCount = 4.
LogParticles:Warning: TriangleCount = 1126187534.
LogParticles:Warning: TrailCount = 1.
LogParticles:Warning: /Game/Blueprints/Particles.Particles
I’m not hugely familiar with the particle system yet, but this looks suspiciously like some kind of underflow on the ribbon mesh triangle index, and I’m not sure why this would happen.