I recently had an issue where a Niagara system wasn’t auto destroying at it should (a bug in one of the emitters), leading to performance derogation.
I can check the active systems in the editor with the console ‘Stat NiagaraSystemCounts’. This only works in the editor, and I would like to add a sanity check to my level transitions that will check for a too high value of systems to alert me there are potentially Niagara systems not cleaning up.
I see in the source code that it does a RegisterComponentWithWorld() call, but I’m not finding a way to pull back these registered components.
Any suggestions?