I’ve also been experiencing this issue, glad to know I’m not alone! In my cases, I have a few “bot battle” places that have a lot (60-100) of npc’s using guns (all have humanoids, not sure if this is relevant). After about a minute or so, all ParticleEmitters seem to have delayed emission, some seem to just not emit at all (this may be caused by the parent object being destroyed before it gets a chance, however that’s at least a 4 second delay). Many of the beam and trail objects used fail to render as well, or again render “late” and event stay on screen after they’re supposed to be deleted. I’ve tried all the different lighting modes and all seem to still have this issue. I have noticed that the glitches/bugs are lessened if i stare away from the rest of the map, limiting the number of particles/beams being rendered on the screen at once. I never had these issues a week ago though.
Edit: I’d be happy to provide further details if needed!
This has been disastrous for me as well and I really hope this can get fixed soon. It’s not even just the rendering, sometimes particles will break and just never disappear even though they’re scripted to disable.
We really do need a Fix or a Workaround on this as soon as possible, the impact on the games is extremly high if stuff like this doesn’t properly work anymore.
Happening on my end as well. Particles, Beams often appear when they should’ve been gone. It’s really distracting and I’m sure it is also affecting performance as well.
Hope this gets fixed asap. Really affecting my game.
This has also became a big problem for my game too. All particle effects and beams are sometimes not rendering or don’t stop rendering. It’s been driving me crazy and there is no apparent fix to it.
It’s like when the camera isn’t facing them they stack and release all at once when the camera is back…?
This causes massive lag for the duration of them releasing all at once, don’t know if I’m doing something wrong, by the way I’m manually emitting them in a while loop to balance out the looks on graphic levels if that’s the cause? But why would they freeze once the camera is moved…?
Particle emission logic only starts when the particle is on-camera; unfortunately, this means that manually-emitted particles do not begin their logic until they are looked at, giving you the stacking effect.
You can avoid the stacking by only calling Emit when the emitter is in-frame or clearing particles periodically, but it isn’t ideal; however, it does seem to be intentional engine behavior. It would be nice if particles generated by the Emit method would begin processing their lifetime immediately–alas, they do not.
Literally I have the same issue. I have a system in my game that enhances default explosions by adding particles and such at their position. It’s very odd when I turn to face where an explosion was like 30 seconds later only to see the particles just start to emit.
So THATS why I have the issue I said in another comment (Particles from my enhanced explosion visuals only rendering when I look at them, usually when the explosion is already long gone)! This feature actually sucks, completely kills the mood of the game. It also does it with the gun flashes in my game so u get really trippy moments where an entire volley of gun smoke appears with no soldiers to be seen. Really hope they add a way to turn this off somehow.
I have been having the same exact issue, not only with particles, or beams, but with all types of lights as well! This needs to be fixed ASAP. Its poorly effecting developers games!
I actually think they responded in a reasonable amount of time to this. This is coming from someone who is frequently upset with the smallest studio issues/changes that might hinder my workflow.