Hi everyone, I encountered a wierd behaviour with Niagara Ribbon concerning link order that seems like a bug
In the video below you can see the replication of the bug: I have a system used to visualize the movement path of a character. In the character blueprint I spawn a spline component that is based on the AI navigation path, then the spline is sampled each 10 cm and those points are added to a vector3 array and the whole thing is sent to the Niagara system used to visualize it in game, using the function “niagara set vector array”. That array is used to spawn partcles which are then visualized with a Ribbbon render.
The Niagara system consists of one emitter (the other one was a simple debug which was deactivated during the video)with two custom snippets: the first one in emitter update gets the array from the blueprint and spawn a number of particles equal to its length, the second one in particle spawn maps the position of each element in the array to particle.position.
That spawn system is based on that tutorial. I also added a module in particle spawn to specify the particle.ribbonLinkOrder.
Then a simple ribbon renderer.
The problem is that it works as intended until the system have to spawn more than 512 particles. As you can see in the video, this unintended behaviour seems to be not related to the number of waypoints added to the spline, but it occures every time the system exceed 512 particles, as if it’s a hard limit.
Is that issue really caused by the number of particles in the system? Is it a known issue? Should I track it as a bug? Do you know of any workaround? I can provide more infos about the system and the spawn process if needed.
Thanks for help!