My use case is the following : I’m using a graphics buffer to store vfx hit requests and use a single vfx graph to play many hits. Now for some system like sparks I would like to have many particles spawn from each hit location in the buffer. The way I do this is with a “Guid System” that spawns one particle on the location in the buffer, immediately kills it in update and produces a random range of On Death GPU events. Now each hit effect has multiple system that require this “Guide System”. Looks like there is no way to have any sort of output from a whole system subgraph. This feature would be nice. I’m also open to recommendations on how to approach the problem. Right now I just copy paste the system where it is needed.