If you can use the quad solution, it’s actually quite easy to just spawn multiple trails in one emitter.
Just have a very high spawnrate and make sure your nr of particles matches / does not exeed the nr of trails.
Then feed the bullet positions in as an array. And then you do the same logic, but your target position reads from the array. So each particle reads one entry of the array for it’s target location.
With ribbons it’s slightly more complicated, as you need to assign a ribbon ID for each trail. But also possible. Similar to this:
BlockquoteHi, guys. Many thanks! This is not quite what I need. I guess both these solutions works only if one has one trail per one Niagara system and spawn a system for every trail, this is very performance heavy!
How many trails do you actually have at any one time?
I mean it’s good worrying about performance, but it might not even be that heavy if it’s not many. To optimise you could also pool-spawn them, then you don’t get the overhead of spawning / despawning.
In addition you can do visibility & distance culling.
So if it’s < 100 trails I would proabably profile first before making assumptions about bad performance.