NVIDIA GameWorks Integration

Thanks for looking into , it is essential for me to be able to add a flex particle emitter with surface to a blueprint. I have made a video of the second so you can see what I
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Indeed looks like a bounds. The FlexFluidSurface component gets the bounds from the connected emitter instances. I haven’t been able to reproduce the. If you haven’t already, could you try to turn off the surface rendering, and re-enable the particle rendering to see whether it happens in the exact same setup otherwise?