# Niagara Particles Dissapear When NOT in Camera View

**URL:** <https://forums.unrealengine.com/t/niagara-particles-dissapear-when-not-in-camera-view/263064>\
**Category:** FX\
**Tags:** unreal-engine\
**Created:** [November 28, 2021, 2:29pm UTC](https://forums.unrealengine.com/t/niagara-particles-dissapear-when-not-in-camera-view/263064 "2021-11-28T14:29:01Z")\
**Posts on this page:** 14\
**Page:** 1

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**Author:** ![IsaiLoria](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@IsaiLoria](https://forums.unrealengine.com/u/IsaiLoria)\
**Post date:** [November 28, 2021, 2:29pm UTC](https://forums.unrealengine.com/t/niagara-particles-dissapear-when-not-in-camera-view/263064/1 "2021-11-28T14:29:02Z")

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When using the camera in sequencer along with niagara particles - I notice that if the emitter isn’t in the view of the camera then the particles disappear. This is the same for when the emitter comes into view of the camera, suddenly the particles start working again.

How might I have emitter continuously spawn without needing to be within the camera view?

[https://d3kjluh73b9h9o.cloudfront.net/original/3X/a/0/a0081d3e37201f49d045d48002ddb4946677ecf1.mp4](https://d3kjluh73b9h9o.cloudfront.net/original/3X/a/0/a0081d3e37201f49d045d48002ddb4946677ecf1.mp4)

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**Author:** ![presto423](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@presto423](https://forums.unrealengine.com/u/presto423)\
**Post date:** [December 1, 2021, 3:56pm UTC](https://forums.unrealengine.com/t/niagara-particles-dissapear-when-not-in-camera-view/263064/2 "2021-12-01T15:56:19Z")

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Can you post the settings of the Render part of the emitter (at the bottom of the stack), and the Emitter Settings (at the top)? There’s settings for camera aligning and facing behavior in those. Is it a part of a system, or is the emitter by itself in the graph?

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**Author:** ![RumBazo](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rumbazo/32/88714_2.png) [@RumBazo](https://forums.unrealengine.com/u/RumBazo)\
**Post date:** [December 2, 2021, 3:01am UTC](https://forums.unrealengine.com/t/niagara-particles-dissapear-when-not-in-camera-view/263064/3 "2021-12-02T03:01:06Z")

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From my limited understanding, if this is using the Gpucompute Sim for the sim target in the Emitter properties it is being culled once it leaves your field of view. I think that’s a good place to start. I’m sorry, I don’t have the full solution.

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**Author:** ![32Bit\_Badman](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@32Bit\_Badman](https://forums.unrealengine.com/u/32Bit_Badman)\
**Post date:** [December 2, 2021, 12:18pm UTC](https://forums.unrealengine.com/t/niagara-particles-dissapear-when-not-in-camera-view/263064/4 "2021-12-02T12:18:34Z")

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RumBazo is correct, if the System is a GPUSim, then a system gets culled as soon as its bounding box leaves the view frustum. To change this, simply increase the size of your System WorldBoundingBox Size (located in the emitter properties module).

Hope this helps,

32bit\_badman

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**Author:** ![Aetrix](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Aetrix](https://forums.unrealengine.com/u/Aetrix)\
**Post date:** [April 25, 2022, 11:32pm UTC](https://forums.unrealengine.com/t/niagara-particles-dissapear-when-not-in-camera-view/263064/5 "2022-04-25T23:32:37Z")

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@32Bit_Badman Can you please provide a screenshot where this value is. I’m very new to Unreal so it would help me a lot. I do have one particle ([Let's build this Unreal Niagara particle sim within 6 minutes - YouTube](https://www.youtube.com/watch?v=ziwNVtOyKSU)) this one. And it keeps popping on and off as the root of niagara particles leaves camera frustrum but the rest is still visible but they disapear all together.

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**Author:** ![Pylik](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/pylik/32/556354_2.png) [@Pylik](https://forums.unrealengine.com/u/Pylik)\
**Post date:** [August 15, 2022, 2:36pm UTC](https://forums.unrealengine.com/t/niagara-particles-dissapear-when-not-in-camera-view/263064/6 "2022-08-15T14:36:03Z")

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Hey guys. I have the same issue, particles stop emitting from spawn root when the camera does not see this root + when I render big resolutions with “High resolutions” option in render queue, same issue appeared. I think this is bounding box bug or so.  
Any suggestion how to deal with it?

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**Author:** ![Pylik](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/pylik/32/556354_2.png) [@Pylik](https://forums.unrealengine.com/u/Pylik)\
**Post date:** [August 15, 2022, 2:40pm UTC](https://forums.unrealengine.com/t/niagara-particles-dissapear-when-not-in-camera-view/263064/7 "2022-08-15T14:40:03Z")

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I’ve tried this, didn’t help 😵‍💫

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**Author:** ![EMunozJimenez](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@EMunozJimenez](https://forums.unrealengine.com/u/EMunozJimenez)\
**Post date:** [August 18, 2022, 1:49pm UTC](https://forums.unrealengine.com/t/niagara-particles-dissapear-when-not-in-camera-view/263064/8 "2022-08-18T13:49:23Z")

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Same issue… tried with bounding box… no joy… very frustrating!!!

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**Author:** ![VrTranscendent](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/vrtranscendent/32/628079_2.png) [@VrTranscendent](https://forums.unrealengine.com/u/VrTranscendent)\
**Post date:** [September 30, 2022, 5:02pm UTC](https://forums.unrealengine.com/t/niagara-particles-dissapear-when-not-in-camera-view/263064/9 "2022-09-30T17:02:38Z")

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![particlescreenshootne](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/f/7/4f7b782b8db404d3520df7ed2cc5de01f31a927f.jpeg)

For me increasing fixed bound from 100 to 1000 each worked!!! THank you so much! \<3

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**Author:** ![MichaelRev1412](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MichaelRev1412](https://forums.unrealengine.com/u/MichaelRev1412)\
**Post date:** [December 12, 2022, 4:34am UTC](https://forums.unrealengine.com/t/niagara-particles-dissapear-when-not-in-camera-view/263064/10 "2022-12-12T04:34:00Z")

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Thank you! This fixed my issue with the Niagara systems disappearing when part of it dipped out of frame.

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**Author:** ![ORTyOW](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/ortyow/32/1169712_2.png) [@ORTyOW](https://forums.unrealengine.com/u/ORTyOW)\
**Post date:** [January 2, 2023, 6:35pm UTC](https://forums.unrealengine.com/t/niagara-particles-dissapear-when-not-in-camera-view/263064/11 "2023-01-02T18:35:18Z")

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That worked for me! Thanks! Love you guys and this community

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**Author:** ![Geodik](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Geodik](https://forums.unrealengine.com/u/Geodik)\
**Post date:** [June 20, 2024, 9:12pm UTC](https://forums.unrealengine.com/t/niagara-particles-dissapear-when-not-in-camera-view/263064/12 "2024-06-20T21:12:59Z")

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Set bounds to dynamic.

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**Author:** ![ArHaPu](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ArHaPu](https://forums.unrealengine.com/u/ArHaPu)\
**Post date:** [August 20, 2024, 2:25pm UTC](https://forums.unrealengine.com/t/niagara-particles-dissapear-when-not-in-camera-view/263064/13 "2024-08-20T14:25:57Z")

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Thanks a lot. This is a solution in my case.

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**Author:** ![Fluoxethine](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Fluoxethine](https://forums.unrealengine.com/u/Fluoxethine)\
**Post date:** [February 17, 2025, 9:50pm UTC](https://forums.unrealengine.com/t/niagara-particles-dissapear-when-not-in-camera-view/263064/14 "2025-02-17T21:50:01Z")

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I couldn’t make it work with Bounds. Every time I looked away from the emitter in the viewport, particles generations stopped. I had to disable the Collision module in my Niagara emitter.

Before that I also had particles disappearing when passing behind meshes. The solution was to:  
uncheck ‘Kill Occluded Particles’ in the same Particle Update \> Collision module.
