I had this problem too. I guess it’s because Ribbon doesn’t spawn big enough particles right when it’s created. I solved it by delaying movement by 2 or 3 frames, so the bullet stands still 3 frames before moving forward.
In my “bullet” blueprint I have a variable “Delay Movement” which holds a number of “how many frames should I wait”. Let’s say it’s ‘3’. Each frame I’m decreasing this number by 1 and checking if “Delay Movement” is equal to 0. If it is, then run the movement functions.
If there is another way to properly solve this, then let me know
Screenshot of my solution below, in my case variable is called “Life Frame”. Additionally I’m changing bullet’s location to stay near player in case our player is moving really fast. All of it is attached to the Tick Event (happens every frame).