I had a similar issue where I would enable Camera Distance Culling in the particle system, and could see that working as intended (particles would stop rendering when I moved past the max distance. But they were still showing up in stat uobjects with massive draw calls. These Niagara systems were in a blueprint. I went to the system in the BP, and set Allow Cull Distance Volume to false, and now there are no draw calls showing up in stat ubjects (even when the particles are clearly rendering, mysteriously enough). I think if you don’t have cull distance volumes set up, they might still be processing away regardless of whether or not they’re rendering.
EDIT: Nevermind. After restarting the engine the calls are back.
1 Like