Radial burst unreal

You can also try using Location > Cylinder and tick surface only and Velocity.

Then create some gpu particles which spawn at the other emitters location. Location > Emitter initial location

Then play around with inherit velocity, drag and initial velocity to get them to trail behind the original particles.

You could also try something like this :

Put it on a plane and scale the uv’s over time.
Then multiply them with some cloudy texture and scale the cloud texture slower.
then layer multiple of these over eachother.

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