Hi there, I used one of the workarounds. If I give a mesh a bone and use skeletal mesh location instead and use import that mesh as a skeletal mesh, and tell the particles to use triangles as their sticking points it works just fine. No issues at all and I have the advantage of animating the mesh if I give it a full skeleton.
So this as a workaround is fine, I will just have to give all my static meshes a bone socket or something.
The other workaround using two emitters doesn’t work and I don’t know if the 3rd workaround would work for me since I need this to be a live feed/ reaction rather than prebaked animations.
Thank you and I hope we can solve the mesh data interface situation
Quick update:
I submitted the bug report with as much info and source files as possible:
“Case # 00520087: In niagara, using the static mesh location/ sample in conjunction with an audio spectrum module causes immediate crash. UE5.03 - UE5.1 has been received”
Not sure how to follow the progress on this since typing any of the info given in the email doesn’t turn up the bug report I made. It should be fine though they definitely go it