Hey ,
I simply changed the emitter so it only has 1 loop instead of looping forever. I also changed the pawn so instead of spawning new emitters, it just re-uses the same one as it never needs more than one active.
The way my pawn was setup was simply when you tap the screen, it would fire out a grapple and where it hit would spawn this emitter.
One reason it took me longer than usual to find the problem was that the particles weren’t showing up in the scene outliner during gameplay.
A simple message in Cascade if your Ribbon emitter loops were different to it’s source emitter would definitely help.
Cheers,
Chris