When I used Niagara’s RibbonRenderer to render multiple Ribbons by controlling the RibbonID, I found that when the particles disappeared, the last isolated particle left in the previous Ribbon would automatically connect to the beginning of the next Ribbon, making two overlapping weird triangles for a few frames.
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By the way,when the previous Ribbon has only 2 particles, the UV was wrong.
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These problems only occur during GPU simulation. I have checked the compute shaders but cannot figured out. Is it a bug? Some garbage information are reused?
The fix turned out to be quite easy for this inside NiagaraRibbonRibbonUVParamCalculation.usf line 233 the comparison against 1 was incorrect it should be 0.
I’ll submit a fix for this one passed code review.