Yip, exactly. The MaxDrawCount only controls how many particles are rendered, not spawned, so more will spawn but not be rendered. You are now where I am in terms of trying to figure out how to spawn an exact number of partcles, get hem to spawn (not random) on an evenly distributed NPoint. Giving the particles an infinite lifetime is easy. The next part would be to via blueprints and an event dispatcher, update the scale of all the particles and alter their material prameters. I know the material should be easy, i think, but not sure if scale can be altered via blueprints or only by lifetime of particle etc. I have not gotten into Niagara, but what little I know, I would think this would be very possible with Niagara as it has sooo much more data driven potential. And again, depending on performance gain, might be better any ways to use child actor method for eae of setup and reuse, cause using an emitter, I would have to create 3 emitters (each wing) and use child actors for the forward/reverse thrust. And then…I would have to create new emitters for each type of spaceship. So, in the end, unless the performance was a big enough gain, or I was spawning 1000 spaceships for a small gain to make a difference, seems to me the child actor is the way to go?