# \#ribbon

**URL:** https://forums.unrealengine.com/tag/ribbon/6197.md

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## [5.8: Ribbon Emitter Not working on the GPU](https://forums.unrealengine.com/t/5-8-ribbon-emitter-not-working-on-the-gpu/2729746)

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**Author:** [@BuildSpillWhat1](https://forums.unrealengine.com/u/BuildSpillWhat1)\
**Replies:** 1\
**Last updated:** [August 12, 2026, 3:28pm UTC](https://forums.unrealengine.com/t/5-8-ribbon-emitter-not-working-on-the-gpu/2729746 "2026-08-12T15:28:32Z")

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Summary Since 5.8 Ribbon Emitters work correctly only as CPU emitters. When set to GPU they display unsightly stretching, wrong orientation and inverted tangents. I will be happy to provide the project. Please point me i…

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## [Niagara Ribbon only works if using velocity](https://forums.unrealengine.com/t/niagara-ribbon-only-works-if-using-velocity/461205)

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**Author:** [@GabrielAguiar](https://forums.unrealengine.com/u/GabrielAguiar)\
**Replies:** 2\
**Last updated:** [September 27, 2024, 8:49am UTC](https://forums.unrealengine.com/t/niagara-ribbon-only-works-if-using-velocity/461205 "2024-09-27T08:49:29Z")

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Hey guys, Does anyone know how to render the Niagara Ribbon when we move the Niagara System? As it is now, the Niagara Ribbon works if the Emitter has a velocity or acceleration related module. But what I’m trying to a…

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## [Niagara ribbon tangents bug report](https://forums.unrealengine.com/t/niagara-ribbon-tangents-bug-report/481368)

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**Author:** [@Supreme.net](https://forums.unrealengine.com/u/Supreme.net)\
**Replies:** 2\
**Last updated:** [September 15, 2024, 12:02pm UTC](https://forums.unrealengine.com/t/niagara-ribbon-tangents-bug-report/481368 "2024-09-15T12:02:10Z")

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Hi! There is one bug i discovered during attempt to create curved beam in the Niagara system. Beam curvature and height is highly dependent to system position in world space, even if in setting chosen to use relative l…

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## [Particle effect can't display when package game with shipping build configuration](https://forums.unrealengine.com/t/particle-effect-cant-display-when-package-game-with-shipping-build-configuration/352892)

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**Author:** [@thorcxcx](https://forums.unrealengine.com/u/thorcxcx)\
**Replies:** 10\
**Last updated:** [July 21, 2024, 2:00pm UTC](https://forums.unrealengine.com/t/particle-effect-cant-display-when-package-game-with-shipping-build-configuration/352892 "2024-07-21T14:00:54Z")

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In UE 4.11, I’m doing a particle effect that there is a ribbon follows a particle so it’s leaves a nice trail.I try to package the game in shipping build configuration,but when i run the game in the package folder, the r…

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## [RibbonID not working with Custom Spawn Module](https://forums.unrealengine.com/t/ribbonid-not-working-with-custom-spawn-module/1913813)

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**Author:** [@s.beh.dev](https://forums.unrealengine.com/u/s.beh.dev)\
**Replies:** 2\
**Last updated:** [July 12, 2024, 5:10pm UTC](https://forums.unrealengine.com/t/ribbonid-not-working-with-custom-spawn-module/1913813 "2024-07-12T17:10:43Z")

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I’m trying to create a drawing mechanic with Niagara particles (UE 5.1.1). While the left mouse button is held down the Niagara System spawns Particles at the Mouse Location. I’m letting these particles be rendered by Ri…

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## [Trying to sample from an emitter with a Death Event in Niagara](https://forums.unrealengine.com/t/trying-to-sample-from-an-emitter-with-a-death-event-in-niagara/1836692)

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**Author:** [@Joliviad](https://forums.unrealengine.com/u/Joliviad)\
**Replies:** 0\
**Last updated:** [May 2, 2024, 3:23pm UTC](https://forums.unrealengine.com/t/trying-to-sample-from-an-emitter-with-a-death-event-in-niagara/1836692 "2024-05-02T15:23:40Z")

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I am trying to use the sample from emitter/spawn from emitter nodes in a niagara system. The sample from emitter works fine from my original emitter - as expected it creates a ribbon trail following the particles. Howe…

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## [Ribbon particle not visible when coming from behind](https://forums.unrealengine.com/t/ribbon-particle-not-visible-when-coming-from-behind/391851)

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**Author:** [@EstherZuidgeest](https://forums.unrealengine.com/u/EstherZuidgeest)\
**Replies:** 8\
**Last updated:** [October 30, 2023, 1:20am UTC](https://forums.unrealengine.com/t/ribbon-particle-not-visible-when-coming-from-behind/391851 "2023-10-30T01:20:43Z")

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In our setup we are moving along a road. Then we simulate traffic coming from behind overtaking you and traffic that is on the other lane traveling towards you. I visualize this traffic with a ribbon particle. I have an…

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## [How to set ribbon partitions manually in an emitter](https://forums.unrealengine.com/t/how-to-set-ribbon-partitions-manually-in-an-emitter/1277236)

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**Author:** [@PieBaron](https://forums.unrealengine.com/u/PieBaron)\
**Replies:** 0\
**Last updated:** [August 30, 2023, 3:31am UTC](https://forums.unrealengine.com/t/how-to-set-ribbon-partitions-manually-in-an-emitter/1277236 "2023-08-30T03:31:07Z")

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Ello, I am importing some particles using the houdini niagara plugin, they are the points of a series of splines. I can encode any sort of data needed to define the ribbons, however I dont know what niagara needs in ord…

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## [Can't randomize "Dynamic" per ribbon trail](https://forums.unrealengine.com/t/cant-randomize-dynamic-per-ribbon-trail/412105)

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**Author:** [@Niberspace](https://forums.unrealengine.com/u/Niberspace)\
**Replies:** 1\
**Last updated:** [May 1, 2022, 1:29pm UTC](https://forums.unrealengine.com/t/cant-randomize-dynamic-per-ribbon-trail/412105 "2022-05-01T13:29:02Z")

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I would love to be able to give a randomization value to the material of trails, unfortunately I can’t figure out any way to give each TRAIL a random value. If I set the Dynamic to 0-1 Spawn Time Only then it gives me a…

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## [Make ribbon not to stretch in an axis when moving](https://forums.unrealengine.com/t/make-ribbon-not-to-stretch-in-an-axis-when-moving/501237)

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**Author:** [@AliMA9](https://forums.unrealengine.com/u/AliMA9)\
**Replies:** 6\
**Last updated:** [February 24, 2022, 7:23pm UTC](https://forums.unrealengine.com/t/make-ribbon-not-to-stretch-in-an-axis-when-moving/501237 "2022-02-24T19:23:56Z")

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Hi. I wanted to know if there is a way to make ribbon keeps it shape and not stretch when moving the system in world ( in my case in x axis). as you can see in the image i want to keep this S shape

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## [The Niagara particle system spawns the particles too late. Its lagging when parented](https://forums.unrealengine.com/t/the-niagara-particle-system-spawns-the-particles-too-late-its-lagging-when-parented/491455)

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**Author:** [@Dj\_EKI](https://forums.unrealengine.com/u/Dj_EKI)\
**Replies:** 1\
**Last updated:** [November 30, 2021, 6:10pm UTC](https://forums.unrealengine.com/t/the-niagara-particle-system-spawns-the-particles-too-late-its-lagging-when-parented/491455 "2021-11-30T18:10:19Z")

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Let the fire and ribbon strip begin on the ball. There is a big offset here. How can I fix this. The ball is moving fast. All particles spawn too late.

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## [Niagara: Ribbon UV and Trail effect](https://forums.unrealengine.com/t/niagara-ribbon-uv-and-trail-effect/479832)

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**Author:** [@supertruite](https://forums.unrealengine.com/u/supertruite)\
**Replies:** 0\
**Last updated:** [March 6, 2021, 9:08am UTC](https://forums.unrealengine.com/t/niagara-ribbon-uv-and-trail-effect/479832 "2021-03-06T09:08:57Z")

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I need a trail effect for a fast object (meteor) and cannot rely on sprites due to the huge spawn rate I would need. To avoid sprites, I am experimenting with ribbons, but have issues unrolling properly the texture behi…

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## [Niagara Ribbon Renderer issue](https://forums.unrealengine.com/t/niagara-ribbon-renderer-issue/458842)

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**Author:** [@anonymous\_user\_771c5ac8](https://forums.unrealengine.com/u/anonymous_user_771c5ac8)\
**Replies:** 4\
**Last updated:** [November 29, 2020, 3:19am UTC](https://forums.unrealengine.com/t/niagara-ribbon-renderer-issue/458842 "2020-11-29T03:19:07Z")

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Hi, I’m testing ribbons on Niagara, but I’m having an issue. The thing is that when I use the Niagara Ribbon Renderer on the trail particles, it begins to flicker as soon as the first source particle dies. The lifetime …

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## [Particle spawn frame delay](https://forums.unrealengine.com/t/particle-spawn-frame-delay/300345)

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**Author:** [@AdrielKinn](https://forums.unrealengine.com/u/AdrielKinn)\
**Replies:** 2\
**Last updated:** [November 4, 2020, 10:54pm UTC](https://forums.unrealengine.com/t/particle-spawn-frame-delay/300345 "2020-11-04T22:54:02Z")

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Has anyone figured out how to make particle systems spawn correctly? No matter what I do, any of my particle systems for my fast-moving projectiles seem to appear a frame or two later than they should. Here’s an image …

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## [Niagara - how to set BeamEnd based on another Emitter position?](https://forums.unrealengine.com/t/niagara-how-to-set-beamend-based-on-another-emitter-position/471821)

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**Author:** [@Ixiguis](https://forums.unrealengine.com/u/Ixiguis)\
**Replies:** 2\
**Last updated:** [October 27, 2020, 6:52pm UTC](https://forums.unrealengine.com/t/niagara-how-to-set-beamend-based-on-another-emitter-position/471821 "2020-10-27T18:52:33Z")

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Say I have a Niagara system with two emitters. Emitter 1 spawns a projectile that moves forward. Emitter 2 is supposed to spawn a beam that starts at the particle’s original spawn location and ends at Emitter 1 particl…

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## [Setting bounds for Ribbon particle emitter](https://forums.unrealengine.com/t/setting-bounds-for-ribbon-particle-emitter/291379)

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**Author:** [@TheFear](https://forums.unrealengine.com/u/TheFear)\
**Replies:** 4\
**Last updated:** [October 6, 2020, 6:16am UTC](https://forums.unrealengine.com/t/setting-bounds-for-ribbon-particle-emitter/291379 "2020-10-06T06:16:16Z")

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Hey Guys, I’m having issues with using a Ribbon emitter in my particle System. I am using this for a trail on a missile and the issue I’m having is the trail disappearing when the missile (Particle System origin) goes o…

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## [Size by Life module + Ribbon = random Size?](https://forums.unrealengine.com/t/size-by-life-module-ribbon-random-size/371243)

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**Author:** [@divi](https://forums.unrealengine.com/u/divi)\
**Replies:** 4\
**Last updated:** [September 16, 2020, 12:09am UTC](https://forums.unrealengine.com/t/size-by-life-module-ribbon-random-size/371243 "2020-09-16T00:09:31Z")

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Hi there, I am not sure if it is a bug or my understanding of the Size By Life module in combination with ribbon particles is flawed, but it certainly feels like a bug. The issue is this: When i create a ribbon particl…

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## [Niagara Plexus effect](https://forums.unrealengine.com/t/niagara-plexus-effect/462203)

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**Author:** [@Purplepill](https://forums.unrealengine.com/u/Purplepill)\
**Replies:** 0\
**Last updated:** [March 8, 2020, 2:17am UTC](https://forums.unrealengine.com/t/niagara-plexus-effect/462203 "2020-03-08T02:17:21Z")

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Hi, I am currently trying to learn and understand niagara a little better and would appreciate some Insight on how niagara processes a module script. I looked at some of the content examples and thought I had a good unde…

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## [Ribbon trail spawns full length upon it dying](https://forums.unrealengine.com/t/ribbon-trail-spawns-full-length-upon-it-dying/460465)

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**Author:** [@AlexanderI](https://forums.unrealengine.com/u/AlexanderI)\
**Replies:** 0\
**Last updated:** [January 12, 2020, 5:51am UTC](https://forums.unrealengine.com/t/ribbon-trail-spawns-full-length-upon-it-dying/460465 "2020-01-12T05:51:03Z")

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Hi everyone, I’m having a really strange issue… I started playing around with Ribbons in UE4 4.21.2 and everything worked as expected. However, I just updated the same project to Unreal v4.24.1 and then I get this weird…

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## [Ribbons On Only Horizontal Axis](https://forums.unrealengine.com/t/ribbons-on-only-horizontal-axis/362712)

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**Author:** [@hello.aberdeen](https://forums.unrealengine.com/u/hello.aberdeen)\
**Replies:** 1\
**Last updated:** [June 25, 2019, 8:53am UTC](https://forums.unrealengine.com/t/ribbons-on-only-horizontal-axis/362712 "2019-06-25T08:53:10Z")

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Heyo, I’m trying to create a tron-like disc effect in Cascade. I’d like to get the ribbons to only be on a certain axis instead of always facing the camera. So basically I want it to look like the disc is slicing through…

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## [Ribbon particle inherits parent velocity even when the module is not included](https://forums.unrealengine.com/t/ribbon-particle-inherits-parent-velocity-even-when-the-module-is-not-included/372551)

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**Author:** [@anonymous\_user\_835301aa](https://forums.unrealengine.com/u/anonymous_user_835301aa)\
**Replies:** 3\
**Last updated:** [December 24, 2018, 9:19pm UTC](https://forums.unrealengine.com/t/ribbon-particle-inherits-parent-velocity-even-when-the-module-is-not-included/372551 "2018-12-24T21:19:05Z")

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Not sure if this is actually a bug or if it’s intended but the ribbon particle appears to inherit parent velocity when I’m not including the module in its emitter. To test this you can create a ribbon particle emitter i…

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## [Particle initial size ignored when using Ribbon](https://forums.unrealengine.com/t/particle-initial-size-ignored-when-using-ribbon/412399)

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**Author:** [@Astronovice](https://forums.unrealengine.com/u/Astronovice)\
**Replies:** 1\
**Last updated:** [November 6, 2018, 8:33pm UTC](https://forums.unrealengine.com/t/particle-initial-size-ignored-when-using-ribbon/412399 "2018-11-06T20:33:30Z")

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I’m trying to create a ribbon with some initial data distribution (in this case controlled by the blueprint). However, the ribbon width doesn’t seem to be affected by particle size. Here is how the particle system looks…

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## [How to reactivate a ParticleSystemComponent after it has been deactivated?](https://forums.unrealengine.com/t/how-to-reactivate-a-particlesystemcomponent-after-it-has-been-deactivated/360239)

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**Author:** [@anonymous\_user\_913ef079](https://forums.unrealengine.com/u/anonymous_user_913ef079)\
**Replies:** 13\
**Last updated:** [October 13, 2018, 2:04pm UTC](https://forums.unrealengine.com/t/how-to-reactivate-a-particlesystemcomponent-after-it-has-been-deactivated/360239 "2018-10-13T14:04:02Z")

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Hello, this is my first question here, so I hope I am following the rules here correctly. I have a problem with reactivating a ParticleSystemComponent. What I have is a Ribbon Data Type following my Projectile Actor. …

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## [Niagara particle ribbon trail](https://forums.unrealengine.com/t/niagara-particle-ribbon-trail/432890)

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**Author:** [@dorniedarko](https://forums.unrealengine.com/u/dorniedarko)\
**Replies:** 1\
**Last updated:** [September 1, 2018, 1:54pm UTC](https://forums.unrealengine.com/t/niagara-particle-ribbon-trail/432890 "2018-09-01T13:54:39Z")

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Hi, I would like to create particles that leave ribbon trail in Niagara, but i can’t figure how to emit particles from particles, if it’s the right method anyway any idea?

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## [Ribbon particles don't use Relative Time node](https://forums.unrealengine.com/t/ribbon-particles-dont-use-relative-time-node/372673)

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**Author:** [@anonymous\_user\_2a14030b](https://forums.unrealengine.com/u/anonymous_user_2a14030b)\
**Replies:** 2\
**Last updated:** [August 29, 2018, 5:27pm UTC](https://forums.unrealengine.com/t/ribbon-particles-dont-use-relative-time-node/372673 "2018-08-29T17:27:36Z")

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When using a Ribbon particle effect, the Particle Relative Time node in a material stops working. This node is helpful for creating external effects that cannot be done inside the particle editor itself. Is there another…

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## [How i can setup Beam Start/End from particles. Niagara](https://forums.unrealengine.com/t/how-i-can-setup-beam-start-end-from-particles-niagara/431528)

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**Author:** [@evgenda2d](https://forums.unrealengine.com/u/evgenda2d)\
**Replies:** 0\
**Last updated:** [August 13, 2018, 11:14am UTC](https://forums.unrealengine.com/t/how-i-can-setup-beam-start-end-from-particles-niagara/431528 "2018-08-13T11:14:35Z")

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Hello. I trying to implement lightning from point ot point in niagara. In cascade i can setup this with using Source and Target Module. BNut in niagara i cant find a way. I setup system with 3 emitter -2 for source lo…

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## [Ribbon Particles Don't Follow Orbitted Particle](https://forums.unrealengine.com/t/ribbon-particles-dont-follow-orbitted-particle/427014)

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**Author:** [@berke822](https://forums.unrealengine.com/u/berke822)\
**Replies:** 1\
**Last updated:** [June 9, 2018, 4:00pm UTC](https://forums.unrealengine.com/t/ribbon-particles-dont-follow-orbitted-particle/427014 "2018-06-09T16:00:45Z")

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Hello, I was trying to make a particle. The first emitter is a particle which orbits in only one axis, creating a cylinder-looking effect. Then I added a ribbon emitter to my particle system to make it follow the partic…

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## [Bullet Ribbon swapped to Actor Source looks awful](https://forums.unrealengine.com/t/bullet-ribbon-swapped-to-actor-source-looks-awful/420615)

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**Author:** [@anonymous\_user\_b5fcbd8f](https://forums.unrealengine.com/u/anonymous_user_b5fcbd8f)\
**Replies:** 0\
**Last updated:** [March 23, 2018, 11:50am UTC](https://forums.unrealengine.com/t/bullet-ribbon-swapped-to-actor-source-looks-awful/420615 "2018-03-23T11:50:27Z")

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I’ve been building a bullet trail for a sci fi model in Cascade using Ribbons following a Ribbon Source emitter during development. I used the Geometry visibility feature to ensure it is the correct size relative to the …

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## [Ribbon Particle trail for character scarf?](https://forums.unrealengine.com/t/ribbon-particle-trail-for-character-scarf/410956)

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**Author:** [@Vyebrows](https://forums.unrealengine.com/u/Vyebrows)\
**Replies:** 1\
**Last updated:** [December 15, 2017, 6:03pm UTC](https://forums.unrealengine.com/t/ribbon-particle-trail-for-character-scarf/410956 "2017-12-15T18:03:17Z")

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Howdy. I I have made a simple material with a panning texture with opacity that i have set to a ribbon particle emitting from a characters head. The ‘scarf’ must blow somewhat erratically when character is still and act…

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## [Bullet trail not rendering correctly](https://forums.unrealengine.com/t/bullet-trail-not-rendering-correctly/408997)

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**Author:** [@anonymous\_user\_8d379e38](https://forums.unrealengine.com/u/anonymous_user_8d379e38)\
**Replies:** 2\
**Last updated:** [November 8, 2017, 3:28pm UTC](https://forums.unrealengine.com/t/bullet-trail-not-rendering-correctly/408997 "2017-11-08T15:28:08Z")

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So I have a pretty default ribbon emitter attached to my bullet actor, but when I shoot in-game it looks like this (attached link). The trail looks like it’s starting before the bullet, and it’s clearly not computing cor…

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