NVIDIA GameWorks Integration

Hi Simon, are there any news with Flex and the stuttering and adding surface emitters to blueprints issues?

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?
I believe that the problem lies with the flex fluid surface since rendering flex particles (balls) works fine. I have noticed that when I was testing the fluid surface I was at +35286 on Z-axis in my level, and when I moved the flex fluid surface emitter to 0 on Z-axis there where no stuttering at all.