Hi @RICK_AV,
This question may be more complicated than you realize. Since all of your particle spawners are within the same emitter, it’s randomly choosing one of your array locations to spawn at. Therefore, to overwrite that, you’re going to have to manually tell the system which location to spawn at.
In this solution below, I’ve moved the random array location into a scratch pad. Here, you can input a location to not spawn at, and the random int generator will run through up to two random passses to avoid that number. If it still hits that number, it will just increase the array location by 1. If you set the location to avoid at -1, it will spawn at all of the locations.
You could expand this solution out to account for more than 1 location, but that would involve turning the int input value into an array and using a for loop, which is only supported in Niagara HLSL. If you need this setup, let me know and I can help you run through it.
Note that your “Array Sampling Mode” MUST be set to “Direct Set” (4th screenshot)



