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Ribbon Particles SpawnPerUnit makes loop

Hello everyone ! HELP plzzz ! :frowning:
I’ve made a cascade particle system with one basic CPU emitter spawning particles that collide with static and dynamic meshes and gets killed that way. There are also two 'cosmetic emitters working with no problems and the last one, a ribbon, is supposed to follow the first one.
When I add SpawnPerUnit to my ribbon Emitter, it spawns a “ribbon” particle, follows the source particle, then comes back to the next orgin, as if it was pairing with the new source instead of creating a new “ribbon”. I tried killing it with lifetime, collision etc… nothing works.

Does anyone know where It’m wrong ? Thanks :slight_smile: