# Why does my dynamic material instance only affect one particle system in a Cascade setup?

**URL:** <https://forums.unrealengine.com/t/why-does-my-dynamic-material-instance-only-affect-one-particle-system-in-a-cascade-setup/282560>\
**Category:** Rendering\
**Tags:** instance, unreal-engine, particle, dynamic, question\
**Created:** [May 5, 2014, 1:32pm UTC](https://forums.unrealengine.com/t/why-does-my-dynamic-material-instance-only-affect-one-particle-system-in-a-cascade-setup/282560 "2014-05-05T13:32:15Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![\_EPIC\_homeRye](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@\_EPIC\_homeRye](https://forums.unrealengine.com/u/_EPIC_homeRye)\
**Post date:** [May 6, 2014, 1:19pm UTC](https://forums.unrealengine.com/t/why-does-my-dynamic-material-instance-only-affect-one-particle-system-in-a-cascade-setup/282560/4 "2014-05-06T13:19:23Z")

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Make sure you have the Element Index set to the emitter index value, right now there is a limitation with Cascade/MIDs and Blueprints are working to fix, which might break your setup if you sort/change the draw order in Cascade.

Your Emitter Index starts @ 0.00 on the left and increments up from L to R.

If you have more than one Emitter, you need to set an MID for each Emitter in your system.

If you only want to change the colors of your Effects I suggest giving an instanceParameter a try instead using InitialColor and ScaleColorOverLife modules, it requires far less setup.

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