I’m doing some weird things for the game we are currently working on, and under some circumstances some (or more) one of (or more) Niagara components fail a NaN bounds check (ribbon renderer I think). Immediately afterwards, the game crashes.
This is going to be a bit difficult to debug, for me probably trying to figure out how/why NaN appears and finding a way of preventing that.
However, I believe there is also cause for an engine change - engine probably shouldn’t crash as a result of a NaN showing up? From little snooping I did, engine already has a mechanism for removing NaNs from the rendering, but it seems to fail in some way. Here’s a few screenshots from the crashing callstack (changed name of a lambda variable for clarity):