LockFlag doesn't work with FVectorDistribution


The LockFlag isn’t respected in either FVectorDistribution or FComposableVectorDistribution leading to some curves on GPU Particles being incorrect.

Is there are reason behind this? It seems like BuildLookupTable could do this.


The same problem is also present for the ‘use extremes’ option.

Hi Stu,

You’re correct - locked axes were added to some, but not the distributions you mentioned. The lock flags are usually honored in distribution sampling (see UDistributionVectorUniform::GetMinValue() for example), so BuildLookupTable should be the right place to add this.



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