So you said: yes, … in a second emitter.
However i don’t understand why you would do this in a second emitter.
You can for example spawn 3 ribbons at the same time using that same emitter by setting your spawn burst to 3.
(make sure your max beam count in your beam module is set to higher value)
You can also spawn by code if you add the Event receiver module you can choose to spawn but than you would have to disble kill on complete in and set emitter loops to 0 in your required module
I haven’t tested all the spawning but if it wouldn’t work you can also spawn the particle uasset multiple times in your level whenever you fire.
Anyway if you do this with multiple emitters you will have to use extra code to set their source and targets.
In your blueprint you can select your emitter index:
For your texture I figured you get a better result if you set the tilling distance to something higher like 190 (in my case).
To have variety you could use a channel on your particle color to randomly offset your textures
For your size I think it is only the impression that it is not scaling from the center because of the UV distortion you apply on the texture. I recommend maybe using a gradient to soften the distortion on the source or target like this:
Also for your screen captures please use something like Lightshot