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RTX and Niagar Particles not working?

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    RTX and Niagar Particles not working?

    Hi,
    Following this raytracing general guidelines by Sjoerd De Jon seems that niagara system should work in Unreal for RTX.
    https://epicgames.ent.box.com/s/a19t...os9nxlipwjdsxm



    But when I put a new niagara system in an empty level, I can't get it to show.




    Do you know any workaround for this? Am I missing something?

    Thanks

    #2
    Currently, only sprite emitters are supported. Mesh and Ribbon emitters are planned but not for 4.23.
    Tim Hobson | Learning Resources | Epic Games
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      #3
      Originally posted by Tim Hobson View Post
      Currently, only sprite emitters are supported. Mesh and Ribbon emitters are planned but not for 4.23.
      Ok thank you,
      After some tries with that I really can't get the material to work



      As you can see there are some problems here:
      - If I set the translucency type on "Ray Tracing" in the post process the translucent part reacts very strangely (it should be all transparent of course)
      - The sprite is not fully transparent, It kinds react like a glass with translucency, you can see that behind the radio there's some shadowing that are not shown behind the candle flame.
      - The particles are casting shadows on the wall (cast shadows is set to off and no options seems to be in the niagara system option staff)

      The material is a simple candle flame with a alpha mask.
      I tried it both as Translucent and Additive but with no luck.

      Am i doing something wrong or Is there no way to achieve this for now?

      Thanks

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