Search Issue Tracker
Fixed
Fixed in 2022.3.37f1, 6000.0.10f1, 7000.0.0a1
Votes
0
Found in
2022.3.33f1
6000.0.6f1
Issue ID
UUM-73758
Regression
No
The Visual Effect GPU Event is forced into sleep until another Event is sent when the visual effect consists of two particle systems that communicate with Trigger Event set to On Die
How to reproduce:
1. Open the “VFXSleepRepro“ project
2. Open the “OutdoorsScene“
3. Open the “TestVFX“ asset in the Visual Effect Graph window
4. Open the VFX Control panel
5. Open the “TestGameObject“ GameObject in the Inspector
6. Trigger the “Fire“ Event one at a time and observe the Game view
Expected result: The “firework“ visual effect always explodes
Actual result: The “firework“ visual effect does not explode until another “Fire“ Event is triggered
Reproducible with: 2022.3.33f1, 6000.0.6f1
Could not test with: 2021.3.39f1 (Could not trigger the “Fire“ Event one by one, the “Fire“ Event is constantly getting triggered)
Reproducible on: macOS 14.5 (Intel), Windows 11 (User’s)
Not reproducible on: No other environments tested
Note: Might need to trigger the “Fire“ Event several times, for the issue to reproduce
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on JobQueue::HasJobGroupIDCompleted when closing the Editor while in Play mode on a specific project
- In "Preferences" section the “SpriteShape” menu item, the details page title “SpriteShape”, and “ControlPoint” entries are displayed as code strings rather than formatted UI strings
- Errors thrown constantly when Virtual Offset Debug is enabled and lighting was baked on AMD machine
- Persistent Memory Leak when reloading domain and using Distance-based Ghost Importance
- HDRP project doesn't render in standalone player when using High stripping
Add comment