Help With Niagara Fluids (Working In One Project But Not Another)

Hey everyone!

I have been working on some character fire FX lately for a studio (Reference: Digital Media & VFX | Jacob Wynn - The Ring of Fire FX v.1). Currently my simulation uses UV Sprites, but I wanted a different look so I started messing around with fluid sims in Unreal to get some pyro FX going. I have had little trouble setting it up so far, as I got it up and running already in a personal project.

However, the issue is whenever I attempt to create the same effect in the GitHub directory project, all I see is the red boundary box and my fuel emitter particles. The 3D Gas CONTROLS Emitter refuses to create any density or volume from my particle fuel. I have no clue why. I am not getting any compilation errors and as far as I can tell everything is set up properly the exact way it is in my personal project (I have remade the sim from scratch five times to ensure this). I even created another new project and attempted it there, and it worked fine.

I have tried to troubleshoot the issue, but just can’t figure out what is going on. Was hoping that someone here might have an idea or some insight to help.

Reference Images:

Personal Project Sim
image

Personal Project Blueprint Details

Github Project Sim
GithubNS

Github Project Blueprint Details

UPDATE:

After further inspection I have found that whenever I try to pull the Niagara System into my level I get this error “GPU Simualtion(NS_Flamethrower:Grid3D_Gas_CONTROLS_Emitter) is disabled due to using too much constant buffer space (4304/4096).”

So somehow I’m using all my buffer space?? I don’t understand how in this project it is using all of my buffer space, but in the other project it is not.

DOUBLE UPDATE:

Found the solution!

The default RHI needs to be set to DirectX12 (Project Settings < Platforms (Scroll Down) < Default RHI) for it to work. However, I am now encountering a new issue where the FX show in the BP editor, but not the level when dragged in. Ugh, how annoying lmao.