First, you may want to consider animating the sprite UV randomly somewhat so that it doesn’t look like you are just moving a static sprite around.
For complex stuff you can follow this
(That’s Ue4’s Chris Murphy btw, before he was working for epic.)
Yes, it’s not niagara. Yes it’s obviously dated.
But you have to look at the way he pans material UVs which is still mostly the same.
The system will probably have to be tuned up for whatever is using it.
Movement speed of the object it is attached to will dictate some or all of the base variables about spread that lead the effect to look more natural.
Will the aircraft just spawn the dust system on impact? Will the system be attached to the aircraft and leave puffs behind? Etc.
What about Wind Direction?
Your fast particles should probably take in values from an actor wind, a material parameter collection or a combination of both / you would have to implement your own version of a wind manager.
While those things are outaide of the scope of what you asked, they should probably be taken into account before we can make more suggestions.
… in the end, it’s what works for you / what you think looks good for your project.