Quick answer: Unreal Niagara multi-mesh renderer drawing wrong mesh after enabling/disabling? Binding order in inspector doesn't match runtime order - explicitly set Mesh Index per particle.

VFX has 3 mesh variants. Particles ping-pong between them seemingly at random instead of using the inspector-listed defaults.

Set Mesh Index attribute

Particle attribute MeshIndex. Set per-particle in the Initialize module. Explicit; doesn't depend on render order.

Or split into separate emitters

One emitter per mesh variant. Cleaner; small overhead; no binding bugs.

Verify with the Niagara debugger

FX > Debugger. Per-particle mesh index visible; mismatches diagnose the binding state.

“Multi-mesh renderers have rules. Explicit attributes are safer than implicit defaults.”

For VFX with mesh variation, prefer separate emitters when the variants differ significantly. Multi-mesh is for color/scale; not for different shapes.

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