I’m facing a similar problem. I have a SceneCaptureComponent attached to a second camera to produce a texture for use elsewhere. The particles stop updating when outside the primary camera’s view, despite the secondary camera facing them.
Is there a way to get the second camera to be considered during particle update culling?
The suggestion of a huge bounding-box makes sense if you always want the particles updated off-camera, but in the case of a second camera there seems like there should be a more elegant way of determining update culling. Am I missing some parameter that needs to be set on any of the SceneCaptureComponent, Camera or particle itself?