I’ve been trying to recreate a Niagara “dissolve” effect from a tutorial (https://www.youtube.com/watch?v=syVSRDQxrZU), which uses an “UpdateMeshReproductionSprite” module, and also a Scratch Pad module that uses a “Query Mesh Distance Field Gpu” node. I’ve tested various things, and using these modules together causes the particles to adhere to where my Character was a few frames ago, so it looks like the character has an “echo” following it around. Some other notes:
- The issue only happens if I have the GPU query node activated in the scratchpad module
- It doesn’t seem to matter what order these two modules are stacked in the system
- I’ve checked “RequireCurrentFrame” in the UMRS module
It’s worth noting that I’ve tested a situation where the info from the GPU query node doesn’t feed back in to the simulation. I still get the problem. Accordingly, It seems like simply making the GPU query somehow affects what data is available to “Update Mesh Reproduction Sprite”. Is there anything I can try to test/fix this?