Niagara Data Channel Bounds

Hello, appreciate any help here.

When using Niagara Data Channels to spawn vfx in the world, it appears to treat the system bounds as always centered around world origin (0,0,0) for purposes of culling.

When I stand outside this area and look away from the origin, the particles spawned can be culled for visibility even when I am shooting an object in front of my position and in view.

If I turn around to shoot the same spot while looking towards world origin, my particles are visible.

I wonder if there’s a particular setting needed on the niagara system to have the bounding box set properly to the NDC island position? Or something else I may be doing wrong.

Again, any help is appreciated. Thanks!

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The FNiagaraDataChannelSearchParameters that you pass to the UNiagaraDataChannelWriter. Have you tried setting the LocationOverride vector of the SearchParameters to the location of your player?

Yup, I just did this, fixed it for me. Just pass in the location of your player when you write to the data channel.