Any way to keep Niagara 3D fluid system from being culled?

I have an explosion effect that I made using Niagara and 3D fluids. I am triggering it 100,000 units away from the player, but it is not visible.
If I trigger it close to the camera, I can see the explosion, which leads me to believe that the particles are being culled.
Is there anything I can do to keep this from happening?

This issue is not reproducible with 2D fluid simulation.

I have tried checking the ‘Never distance cull’ option, unchecking ‘Allow cull distance volume’, and setting the ‘Desired Max Draw Distance’ to 200,000, but nothing seems to be working.

Any help is appreciated.

Did you find a fix for this? Culling and scalability options in the emitter settings are not working for me

Anyone find a fix?

Set r.HeterogeneousVolumes.MaxTraceDistance to a very large value in Cmd will fix the issue

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