Niagra Effects Not Displaying Correctly During Play Mode

Hi everyone,

TLDR; My Niagra effects are being partially blocked/culled but only when viewing from my player BP. Videos below to illustrate issue.

I’m having a hard time grasping what is actually happening since I’m newish to Niagra. In the viewport and using a default camera setup, the particles display correctly and everything is working. Once I approach the particles within my game using my character BP, things start disappearing and are seemingly being culled/blocked for some odd reason. A lot of stuff I read said to set my emitter to ‘Fixed Bounds’ and mess with those numbers until the particles stop disappearing but I set my bounds to -1000, 1000 for the min/max of the X, Y, Z and nothing changed. I tried a pack off of the marketplace (the M5 VFX pack) and tried making my own effect with basic settings, both of which are shown in the videos below, but both produce the exact same issue. Any help would be appreciated.

Here’s a couple videos of what’s happening:
Viewport: FireInViewport.mp4 - Google Drive

In-Game: FireInGame.mp4 - Google Drive

So for anyone else having this issue I did some digging and messed with a bunch of settings and finally figured it out. If your Translucency is set to Ray Tracing, this issue will pop up. You can set your Translucency to Raster to fix it, which is the quick/easy way. I need ray traced translucency for my reflections and glazing to look the way I want, so I found a workaround where you can change the Material Domain of each of your particle materials to Deferred Decal, mine were set to Surface by default. I’m sure there are some optimization implications but for now it’s a nice solution.