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@Keikoo Keikoo commented Oct 24, 2025

LiquidSahderFillCS was causing GPU crash due to OutputTexture[PixelTemp[j]] = float4(0, 0, 0, 0); so I split the algorithm in two loops.

ComputeLiquidVolume never adjusted the liquid height offset because of the missing RVectorTrace = false; if there was a hit but no material was found. The collision setting was missing bReturnFaceIndex = true so ROutHit.FaceIndex was set to -1.

… trace hit component.

Fix liquid adaptation collision setting bReturnFaceIndex not set to true.
Fix crash when enabling cap due to LiquidSahderFillCS.
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2 participants