I've set up a pretty simple VFX graph that spawns 16 particles shot sideways through 10 small gaps in a weapon turret barrel. Since these gaps are offset by 0.08 in z, I just copied over the entire effect again and again, all of which are controlled by a single weaponFire event. The muzzle flash from the barrel front is separate because the effect is different but I feel awkward having copy-pasted an effect 10 times within the same graph. I don't know but could this not lead to loss in performance? This is the overall layout: That's the overall effect. The first 10 are pretty basic and are identical. It just spawns the 16 particles with random velocity between one vector and another. The only thing that changes between each adjacent effect for the first 10 is that I added 0.005 seconds delay and I added 0.08 to z position, successively. I also changed the seed for the random velocity. The rest is copy-pasted. This is a zoomed-in screenshot of the first two, as an example: Now, thinking as a programmer, I'd prefer having a counter that increases from 0 to 9 (or 1 to 10) and have this value used as a multiplier to add a time delay and z position offset, and therefore I'd just iterate through the same effect 10 times with this time delay and z position offset applied. That would lead me to have a single effect with this mechanism, which causes the 10 bursts. Is this possible? I'm just wondering what kinds of nodes to add for it. Thank you for any pointers you can provide!