I’ve created a niagara system of leaves falling to the ground. The idea is that I want to put this on a tree, so the leaves look like they are falling from the tree. The problem is, if I spawn a particle system at every tree, I could have thousands of them. So I’ve been looking into niagara data channels. I got it working using the locations of the trees. The issue is that it will only spawn one burst of leaves from each tree unless I write to the data channel constantly. By constantly, I mean I’ve had to set up a timer that fires every second that just writes the same tree locations over and over again. This seems kind of strange that I have to do this. All of the examples I find online are people using it for one off events like impact effects. I can’t find any examples of just continuously running particle systems. Is that not what data channels are meant for (only discreet events?) or am I missing something?