# \#gpu-particles

**URL:** https://forums.unrealengine.com/tag/gpu-particles/265.md

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## [How to get perfectly accurate particle collisions on a Skeletal Mesh? ](https://forums.unrealengine.com/t/how-to-get-perfectly-accurate-particle-collisions-on-a-skeletal-mesh/2733966)

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**Author:** [@RemainingCod989](https://forums.unrealengine.com/u/RemainingCod989)\
**Replies:** 3\
**Last updated:** [July 9, 2026, 5:35pm UTC](https://forums.unrealengine.com/t/how-to-get-perfectly-accurate-particle-collisions-on-a-skeletal-mesh/2733966 "2026-07-09T17:35:10Z")

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Hi Team, I am trying to use a Skeletal Mesh as a collider for my Particle System in Unreal Engine. I specifically need the collision surface to match my mesh exactly. If the collision boundary is even slightly off or n…

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## [Niagara System (GPUComputeSim) invisible in-game but work in viewport. CPUSim works fine](https://forums.unrealengine.com/t/niagara-system-gpucomputesim-invisible-in-game-but-work-in-viewport-cpusim-works-fine/2639409)

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**Author:** [@Zen.Dev](https://forums.unrealengine.com/u/Zen.Dev)\
**Replies:** 1\
**Last updated:** [August 13, 2025, 8:43am UTC](https://forums.unrealengine.com/t/niagara-system-gpucomputesim-invisible-in-game-but-work-in-viewport-cpusim-works-fine/2639409 "2025-08-13T08:43:43Z")

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Hi everyone, I’m encountering a persistent issue with Unreal Engine’s Niagara system and would appreciate any insight. Here’s the problem: Unreal Engine Version: 5.5.4 Platform: Windows (Editor & Standalone) Graphics …

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## [How can I optimise millions of particles please?](https://forums.unrealengine.com/t/how-can-i-optimise-millions-of-particles-please/2589005)

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**Author:** [@Anthony\_Attwood](https://forums.unrealengine.com/u/Anthony_Attwood)\
**Replies:** 0\
**Last updated:** [July 3, 2025, 11:41am UTC](https://forums.unrealengine.com/t/how-can-i-optimise-millions-of-particles-please/2589005 "2025-07-03T11:41:45Z")

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I have a scene that has 4 million static particles (they never die, and all spawn at one). They are semi transparent and I can’t use masking. The transparency fades because each particle is fading outwards from it’s cen…

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## [UE5.3 Issue with ParticleAttributeReader and particle subsetting in SimulationStages](https://forums.unrealengine.com/t/ue5-3-issue-with-particleattributereader-and-particle-subsetting-in-simulationstages/1809490)

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**Author:** [@Anonymous\_fbe891876d456b15a6c2242a8c3ef806](https://forums.unrealengine.com/u/Anonymous_fbe891876d456b15a6c2242a8c3ef806)\
**Replies:** 2\
**Last updated:** [June 11, 2025, 5:00am UTC](https://forums.unrealengine.com/t/ue5-3-issue-with-particleattributereader-and-particle-subsetting-in-simulationstages/1809490 "2025-06-11T05:00:51Z")

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Hey folks, I just recently started making myself familiar with gpu work via Niagara when I stumbled upon an error I wasn’t able to find a lot of information about. LogNiagara: Error: Particle read DI reading self 'Niaga…

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## [\[Open Source\] Niagara Destruction Driver - Turn CHAOS destructibles (Geometry Collections) into performant GPU niagara particle simulated destructible mesh.](https://forums.unrealengine.com/t/open-source-niagara-destruction-driver-turn-chaos-destructibles-geometry-collections-into-performant-gpu-niagara-particle-simulated-destructible-mesh/2447415)

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**Author:** [@eanticev](https://forums.unrealengine.com/u/eanticev)\
**Replies:** 0\
**Last updated:** [April 9, 2025, 12:26am UTC](https://forums.unrealengine.com/t/open-source-niagara-destruction-driver-turn-chaos-destructibles-geometry-collections-into-performant-gpu-niagara-particle-simulated-destructible-mesh/2447415 "2025-04-09T00:26:13Z")

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Hi everyone, I wanted to share an open-source tool I’ve developed for Unreal Engine: :collision: Niagara Destruction Driver :brick: The Problem: Chaos Fracture tools are great for creating destructible geometry in th…

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## [\[RELEASED\] Fab Marketplace Niagara VFX Pack: SwarmEffectsFX](https://forums.unrealengine.com/t/released-fab-marketplace-niagara-vfx-pack-swarmeffectsfx/2345515)

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**Author:** [@EntropicParallax](https://forums.unrealengine.com/u/EntropicParallax)\
**Replies:** 0\
**Last updated:** [February 19, 2025, 8:10pm UTC](https://forums.unrealengine.com/t/released-fab-marketplace-niagara-vfx-pack-swarmeffectsfx/2345515 "2025-02-19T20:10:17Z")

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:rocket: Unreal Engine 5 | Fab Marketplace Pack: SwarmEffectsFX :rocket: \[Show Off\] Hello everyone! We are thrilled to announce the launch of our Unreal Engine project: SwarmEffectsFX! :tada: :small\_blue\_diamond: Swarm…

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## [Niagara Particle Emitter not working after packaging](https://forums.unrealengine.com/t/niagara-particle-emitter-not-working-after-packaging/1882812)

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**Author:** [@dragonhuang97](https://forums.unrealengine.com/u/dragonhuang97)\
**Replies:** 5\
**Last updated:** [June 4, 2024, 5:59pm UTC](https://forums.unrealengine.com/t/niagara-particle-emitter-not-working-after-packaging/1882812 "2024-06-04T17:59:09Z")

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Hi. I’m having an issue where the niagara particle system only works in the editor, but not in the packaged game (I tried both shipping and development configurations). I think the issue is similar to what is described i…

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## [20.1 Niagara GPU particles not working in packaging](https://forums.unrealengine.com/t/20-1-niagara-gpu-particles-not-working-in-packaging/432135)

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**Author:** [@ingleshveribet](https://forums.unrealengine.com/u/ingleshveribet)\
**Replies:** 4\
**Last updated:** [March 24, 2024, 2:12pm UTC](https://forums.unrealengine.com/t/20-1-niagara-gpu-particles-not-working-in-packaging/432135 "2024-03-24T14:12:07Z")

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Hello guys, problem in topic. I try to copy niagara system and change emitter to CPU, then place on map beside with GPU system. So, in Editor (play, simulate, standalone e.t.c all working, but after packaging - gpu syste…

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## [Niagara UE4.27 - Particle attached to player leaves ghosting trail/blur with & without TAA?](https://forums.unrealengine.com/t/niagara-ue4-27-particle-attached-to-player-leaves-ghosting-trail-blur-with-without-taa/1413477)

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**Author:** [@isikdev](https://forums.unrealengine.com/u/isikdev)\
**Replies:** 3\
**Last updated:** [January 23, 2024, 3:15pm UTC](https://forums.unrealengine.com/t/niagara-ue4-27-particle-attached-to-player-leaves-ghosting-trail-blur-with-without-taa/1413477 "2024-01-23T15:15:52Z")

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Hi, I have particles attached to my characters armor and weapon. The system that is attached to the armor is using global space and the one attached to the weapons is using local space. When the character moves/rotates …

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## [How to spawn particles on a surface with CPU Sim?](https://forums.unrealengine.com/t/how-to-spawn-particles-on-a-surface-with-cpu-sim/1314337)

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**Author:** [@DanceDown](https://forums.unrealengine.com/u/DanceDown)\
**Replies:** 0\
**Last updated:** [September 27, 2023, 3:23pm UTC](https://forums.unrealengine.com/t/how-to-spawn-particles-on-a-surface-with-cpu-sim/1314337 "2023-09-27T15:23:16Z")

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Hey, I created a particle system with an emitter on GPU Compute and then used the static mesh location to let my particles spawn on the surface of a sphere (radius: 100.000.000). But there is a feature (synonym for bug)…

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## [How to prevent "world grid extents" from scaling Niagara fluid particles?](https://forums.unrealengine.com/t/how-to-prevent-world-grid-extents-from-scaling-niagara-fluid-particles/1219769)

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**Author:** [@lehuan5062](https://forums.unrealengine.com/u/lehuan5062)\
**Replies:** 1\
**Last updated:** [July 5, 2023, 10:49am UTC](https://forums.unrealengine.com/t/how-to-prevent-world-grid-extents-from-scaling-niagara-fluid-particles/1219769 "2023-07-05T10:49:14Z")

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Hello, I’m trying to use a built-in Niagara fluid template called “Grid 3D FLIP Pool” (right click in Content Browser \> Niagara System \> New system from a template… \> Grid 3D FLIP Pool). To enlarge the system in the lev…

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## [Niagara particle vortex spawns weird rings whenever I change the camera position](https://forums.unrealengine.com/t/niagara-particle-vortex-spawns-weird-rings-whenever-i-change-the-camera-position/1214832)

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**Author:** [@rubm123](https://forums.unrealengine.com/u/rubm123)\
**Replies:** 0\
**Last updated:** [June 29, 2023, 10:01pm UTC](https://forums.unrealengine.com/t/niagara-particle-vortex-spawns-weird-rings-whenever-i-change-the-camera-position/1214832 "2023-06-29T22:01:34Z")

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So the particles have movement according to vortex force. That’s all fine. They are set to spawn at a SpawnRate, no bursts. They spawn on a torus shape with Radius = 1500 and Handle Radius = 1500. Now in th…

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## [How to make the light scatter in the fog](https://forums.unrealengine.com/t/how-to-make-the-light-scatter-in-the-fog/1174987)

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**Author:** [@VCPYC](https://forums.unrealengine.com/u/VCPYC)\
**Replies:** 0\
**Last updated:** [May 22, 2023, 6:21pm UTC](https://forums.unrealengine.com/t/how-to-make-the-light-scatter-in-the-fog/1174987 "2023-05-22T18:21:03Z")

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I want light (from particles in niagara system) to scatter in the fog (ExponentialHeightFog). Volumetric fog is activated and it’s working on spot light and point light, but on light from particles doesn’t… I want someth…

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## [GPU\_SIMULATION and array command](https://forums.unrealengine.com/t/gpu-simulation-and-array-command/1166335)

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**Author:** [@GolovlevVlad](https://forums.unrealengine.com/u/GolovlevVlad)\
**Replies:** 0\
**Last updated:** [May 15, 2023, 10:37am UTC](https://forums.unrealengine.com/t/gpu-simulation-and-array-command/1166335 "2023-05-15T10:37:36Z")

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Hi all! why is this code not working? At the same time, if you remove “#if GPU\_SIMULATION”, then everything works. The emitter runs on the GPU, that is, sim target = GPUCompute Sim is set in the property. Or is working w…

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## [Does Niagara work for android and IOS in UE4 4.27.2](https://forums.unrealengine.com/t/does-niagara-work-for-android-and-ios-in-ue4-4-27-2/742922)

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**Author:** [@C0deVisionary](https://forums.unrealengine.com/u/C0deVisionary)\
**Replies:** 1\
**Last updated:** [January 5, 2023, 5:36pm UTC](https://forums.unrealengine.com/t/does-niagara-work-for-android-and-ios-in-ue4-4-27-2/742922 "2023-01-05T17:36:26Z")

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I scoured google for this but have found no answers. Do any of yall know if Niagara VFX works with mobile/VR without problems?

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## [Can GPU particles work on the Oculus Quest?](https://forums.unrealengine.com/t/can-gpu-particles-work-on-the-oculus-quest/492205)

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**Author:** [@FishBabe](https://forums.unrealengine.com/u/FishBabe)\
**Replies:** 3\
**Last updated:** [January 31, 2022, 2:51pm UTC](https://forums.unrealengine.com/t/can-gpu-particles-work-on-the-oculus-quest/492205 "2022-01-31T14:51:28Z")

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Hello, I am currently working on getting a project that used to be targeted toward the Vive working on the Oculus Quest. A few days ago I noticed that our (cascade) GPU particle effects weren’t working on the Quest. Once…

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## [Don't Spawn/Destroy GPU Particles in collider](https://forums.unrealengine.com/t/dont-spawn-destroy-gpu-particles-in-collider/491019)

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**Author:** [@Nickk888PL](https://forums.unrealengine.com/u/Nickk888PL)\
**Replies:** 1\
**Last updated:** [November 17, 2021, 12:27pm UTC](https://forums.unrealengine.com/t/dont-spawn-destroy-gpu-particles-in-collider/491019 "2021-11-17T12:27:33Z")

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Hey guys, I just have a question about particles, I have a concept for a game that I want to make/experiment with. I have created a particle system(The generic one, no Niagra etc.) On the whole level, it’s GPU based and …

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## [Particle System only spawning a few particles](https://forums.unrealengine.com/t/particle-system-only-spawning-a-few-particles/487258)

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**Author:** [@Jojosmile](https://forums.unrealengine.com/u/Jojosmile)\
**Replies:** 0\
**Last updated:** [August 10, 2021, 12:21am UTC](https://forums.unrealengine.com/t/particle-system-only-spawning-a-few-particles/487258 "2021-08-10T00:21:28Z")

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Hello! I’ve been trying for a few hours now to get the particle system to spawn all particles while in play mode. While working in the editor the particles spawn as they should, however upon entering play mode one part…

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## [Not seen slice explosion in patricle system](https://forums.unrealengine.com/t/not-seen-slice-explosion-in-patricle-system/349340)

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**Author:** [@Sails](https://forums.unrealengine.com/u/Sails)\
**Replies:** 1\
**Last updated:** [January 12, 2021, 10:33am UTC](https://forums.unrealengine.com/t/not-seen-slice-explosion-in-patricle-system/349340 "2021-01-12T10:33:36Z")

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Infiltrator project volumetric explosion not displayed in particle system and not visible in a new scene (when placed particle system). Only seen in Editor and Matinee.

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## [Particle simulation from niagara goes crazy when changing the processing mode from CPU to GPU](https://forums.unrealengine.com/t/particle-simulation-from-niagara-goes-crazy-when-changing-the-processing-mode-from-cpu-to-gpu/476076)

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**Author:** [@anonymous\_user\_5e974b77](https://forums.unrealengine.com/u/anonymous_user_5e974b77)\
**Replies:** 0\
**Last updated:** [December 18, 2020, 12:52am UTC](https://forums.unrealengine.com/t/particle-simulation-from-niagara-goes-crazy-when-changing-the-processing-mode-from-cpu-to-gpu/476076 "2020-12-18T00:52:44Z")

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Hi! I have been struggling when exporting a particle simulation from Houdini through Niagara. The frame rate goes down when using the CPU mode to process/run the simulation. When changing it to GPU the simulation change…

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## [Prevent GPU Particles from entering an area, or kill them on collision](https://forums.unrealengine.com/t/prevent-gpu-particles-from-entering-an-area-or-kill-them-on-collision/466252)

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**Author:** [@KeyC0de](https://forums.unrealengine.com/u/KeyC0de)\
**Replies:** 2\
**Last updated:** [October 9, 2020, 6:27pm UTC](https://forums.unrealengine.com/t/prevent-gpu-particles-from-entering-an-area-or-kill-them-on-collision/466252 "2020-10-09T18:27:39Z")

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I’m trying to make gpu particles be killed when colliding with a surface, mostly for rain/snow occlusion effects. However, I am unsuccessful. Is there a way to do that, without using distance fields, or will I have to re…

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## [Changing initial color over emitter life for GPU particle](https://forums.unrealengine.com/t/changing-initial-color-over-emitter-life-for-gpu-particle/402275)

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**Author:** [@anonymous\_user\_33d0df4f](https://forums.unrealengine.com/u/anonymous_user_33d0df4f)\
**Replies:** 3\
**Last updated:** [September 14, 2020, 2:51pm UTC](https://forums.unrealengine.com/t/changing-initial-color-over-emitter-life-for-gpu-particle/402275 "2020-09-14T14:51:44Z")

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I’m trying to change the initial color of my GPU particles by using a constant curve, so that over the lifetime of the emitter the spawn particles get a different initial color. I’ve tested this with CPU sprites where th…

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## [GPU Particle Collision Problem](https://forums.unrealengine.com/t/gpu-particle-collision-problem/403686)

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**Author:** [@GioGedianidze](https://forums.unrealengine.com/u/GioGedianidze)\
**Replies:** 4\
**Last updated:** [September 10, 2020, 4:41am UTC](https://forums.unrealengine.com/t/gpu-particle-collision-problem/403686 "2020-09-10T04:41:38Z")

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hello I have rain GPU Particle with scene depth collision. when I changed collision mode to distance field my particle starts flicking at the same place. Have you got any advice how to solve this problem? :confused:

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## [How to get niagara active GPU particle number in blueprint?](https://forums.unrealengine.com/t/how-to-get-niagara-active-gpu-particle-number-in-blueprint/470064)

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**Author:** [@RetroPostLT](https://forums.unrealengine.com/u/RetroPostLT)\
**Replies:** 0\
**Last updated:** [August 20, 2020, 1:03pm UTC](https://forums.unrealengine.com/t/how-to-get-niagara-active-gpu-particle-number-in-blueprint/470064 "2020-08-20T13:03:53Z")

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I know how to send CPU particle data to Blueprint: link text But it didn’t work with GPU emitter. Is there any method to get active niagara GPU particles number in blueprint?

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## [GPU particles or Vector fields limitations?](https://forums.unrealengine.com/t/gpu-particles-or-vector-fields-limitations/399964)

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**Author:** [@slonorib](https://forums.unrealengine.com/u/slonorib)\
**Replies:** 3\
**Last updated:** [July 23, 2020, 3:59am UTC](https://forums.unrealengine.com/t/gpu-particles-or-vector-fields-limitations/399964 "2020-07-23T03:59:35Z")

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I put 12 vector fields and 1 gpu particle emitter on my level. It was assumed that all vector fields will effect on particles flow, but only 4 of 12 fields work. I googled a lot, but couldn’t find any useful information.…

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## [Distribution float particle parameter strength of point gravity particle system](https://forums.unrealengine.com/t/distribution-float-particle-parameter-strength-of-point-gravity-particle-system/368121)

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**Author:** [@VrPrimeDev](https://forums.unrealengine.com/u/VrPrimeDev)\
**Replies:** 6\
**Last updated:** [April 16, 2020, 8:14pm UTC](https://forums.unrealengine.com/t/distribution-float-particle-parameter-strength-of-point-gravity-particle-system/368121 "2020-04-16T20:14:47Z")

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I’ve come across this bug that was reported a few times before, althought they were not in the bug reports section: I’ve tested in 4.12 and 4.13 and the problem persists, it happens when we change the distribution of …

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## [GPU particle collision only working partially](https://forums.unrealengine.com/t/gpu-particle-collision-only-working-partially/282523)

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**Author:** [@Michael\_Boeni](https://forums.unrealengine.com/u/Michael_Boeni)\
**Replies:** 5\
**Last updated:** [February 2, 2020, 2:58pm UTC](https://forums.unrealengine.com/t/gpu-particle-collision-only-working-partially/282523 "2020-02-02T14:58:05Z")

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Hi there I have encountered an issue with GPU particles: Based on the GPU particle collision sample in the sample content provided by Epic, I have created a rain system. My problem now is that the collision with geometr…

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## [UE-71894 causing stalls during GPU data readback](https://forums.unrealengine.com/t/ue-71894-causing-stalls-during-gpu-data-readback/455469)

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**Author:** [@anon88712594](https://forums.unrealengine.com/u/anon88712594)\
**Replies:** 0\
**Last updated:** [September 17, 2019, 9:56am UTC](https://forums.unrealengine.com/t/ue-71894-causing-stalls-during-gpu-data-readback/455469 "2019-09-17T09:56:00Z")

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Hello, In 4.22 issue UE-71894 Crash opening TM-ShaderModels with Intel’s RHI Thread changes: D3D device being lost. was fixed but after this fix big GPU stalls appeared during GPU readback used in Niagara particles plug…

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## [\[Request\] Render GPU particles when emitter is not visible](https://forums.unrealengine.com/t/request-render-gpu-particles-when-emitter-is-not-visible/276855)

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**Author:** [@ue4-archive](https://forums.unrealengine.com/u/ue4-archive)\
**Replies:** 9\
**Last updated:** [September 13, 2019, 6:04pm UTC](https://forums.unrealengine.com/t/request-render-gpu-particles-when-emitter-is-not-visible/276855 "2019-09-13T18:04:10Z")

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Currently when emitter of GPU particles is not in screen space, it stops emitting particles. While I understrand it is probably due to optimization, it would be nice to be able to specify this behavior on per emitter bas…

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## [GPU Sprites and Initial Size](https://forums.unrealengine.com/t/gpu-sprites-and-initial-size/299404)

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**Author:** [@Hitpawz](https://forums.unrealengine.com/u/Hitpawz)\
**Replies:** 1\
**Last updated:** [June 4, 2019, 1:32pm UTC](https://forums.unrealengine.com/t/gpu-sprites-and-initial-size/299404 "2019-06-04T13:32:26Z")

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Is it a bug that GPU Sprites cannot have a distribution range for Initial Size? Only the min value seems to have an affect, making them all the same size and my fx look less interesting. I’m using 4.4 and not tried in 4.…

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