#My Packaged Game for You To Test This Issue
Congratulations, packakging works awesomely well for me as rocket user!
You can test the issue I’m discussing here via:
NathanLyer/VictoryPackaged.rar
I have logs full of 90% of only this:
Does it matter?
It is occurring every tick when I do a particular swing anim montage that has a ribbon trail attached to it.
It’s spamming my log 
#Related to Ribbon Trails
I definitely think it’s related to ribbon trails because whereas before my ribbon trails would spawn off the sword nice and continously,
now in beta5 they sort of pop in and out of existance randomly
exactly as if some buffer is getting over filled
how can I increase the buffer size so ribbon trails look as good in beta5 as they did in beta4?
My Project if You Want
if you want a project you can easily compare the difference between beta4 and beta5, just let me know
In my game ribbon trails spawn off the sword as the sword is swinging
used to look really good in Beta4
Beta5 ribbon trail buffer issue overall effect is decidely worse
but so much other stuff about Beta5 is awesome btw 
Rama
#Increasing Vertex Buffer Size so Ribbon Trails Look Better
I see ParticleHelper.h
and
virtual void InitRHI()
{
// create a static vertex buffer
VertexBufferRHI = RHICreateVertexBuffer(sizeof(FParticleVertexDynamicParameter), NULL, BUF_Static|BUF_ZeroStride);
FParticleVertexDynamicParameter* Vertices = (FParticleVertexDynamicParameter*)RHILockVertexBuffer(VertexBufferRHI, 0, sizeof(FParticleVertexDynamicParameter), RLM_WriteOnly);
Vertices[0].DynamicValue[0] = Vertices[0].DynamicValue[1] = Vertices[0].DynamicValue[2] = Vertices[0].DynamicValue[3] = 1.0f;
RHIUnlockVertexBuffer(VertexBufferRHI);
}
};
I see it is virtual
but how in Heaven would I create a custom PSC class that uses my ribbon trail and over ride InitRHI to use a larger vertex buffer?!

Rama
#Packaged Multiplayer Game Video
This is a video showing that actual real Multiplayer works via IP with the packaged version of my game!
In the video you can see that when the players are swing swords the ribbons are not showing up as fast or as much as they did in Beta4, and I’ve not changed any of that code, its this issue I’m describing in this thread.
you can compare with beta4 video here:
starting at about 1:20
Rama
#This issue is really important to me
Ribbon trails looked better as part of swinging swords or other fast moving objects in beta4, please address this 
Hello Rama,
We’re working towards responding as soon as possible. Thanks for your patience.
Sean
There is an internal limit on the maximum size (in MB) that an individual particle system can upload to the GPU per frame. I can look at exposing this as a per-project setting in the INI.
In short though, you have a crazy tessellated ribbon 
“I can look at exposing this as a per-project setting in the INI.”
ahhh!!
“In short though, you have a crazy tessellated ribbon :)”
ooooo…

Thanks Nick!!!
Rama
how do I get LogRenderCore to not flood my log with the msg?
cause I dramatically changed my ribbon tessellation distance factor and I have what is still nice
but it is still more than LogRenderCore likes
a per particle system adjustable limit would be really nice
for what I am going for, very smooth following of a rapidly moving sword
the standard amount just doesnt seem to be enough 
thanks Nick!
Rama
I seem to have finally snuck by at
tessellation distance 2
factor = 7
even just 8 was causing the logs
so the limit for my ribbon goal was realllly close
#per-particle system limits would be awesome 
In your project’s DefaultEngine.ini, add this section:
[Core.Log]
LogRenderCore=error
That will cause render core to log only errors.
thanks for taking the time Nick!
#
Rama