Nice info and thanks for link, will check this out. All I knew about draw calls was each material was a draw call and each mesh was a draw call. Will be nice to take a closer look at this info. It is for non-mobile, but plan on optimizing for mobile until I hit a point where I have to use a feature that is non-mobile only. How do you tell how many passes a material is? I only know that it tells me these stats:

So, non-mobile, seems like getting the emitter to work would be really nice for performance possibly, although the child actor method makes it super easy to reuse the flames for other actors with different meshes/spaceships.