Unreal Engine 5.5.4 - Niagara - Mesh Renderer Visibility Tag not working

Hi fellow devs,

I’m working on a particle system that has multiple mesh renderers (Asteroid Field).

I’ve set the visibility tags on each incrementally (0 - 12).

I have set the Particles Visibility Tag to Random Range Int 0 - 12.

When the effect runs - I just get a single mesh rendered in, randomly chosen from that Visibility Tag range set, rather than, each particle being a random choice from each of the 13 different meshes.

It’s immersion breaking to have an asteroid field that is the literally same asteroid 1000 times LOL.

Any ideas on how to resolve this on UE 5.5.4 - my research has led me to believe that in UE4.x this method worked just fine - but not in 5.x

Appreciate some help :slight_smile:

Thanks

Michael

Hi! Try setting the “MeshIndex” instead