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Unreal Engine C++ API Reference > Runtime > Engine > Kismet > UGameplayStatics > SpawnEmitterAtLocation
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h |
Include | #include "Kismet/GameplayStatics.h" |
Source | /Engine/Source/Runtime/Engine/Private/GameplayStatics.cpp |
static UParticleSystemComponent &42; SpawnEmitterAtLocation
&40;
const UObject &42; WorldContextObject,
UParticleSystem &42; EmitterTemplate,
FVector Location,
FRotator Rotation,
FVector Scale,
bool bAutoDestroy,
EPSCPoolMethod PoolingMethod,
bool bAutoActivateSystem
&41;
Remarks
Plays the specified effect at the given location and rotation, fire and forget. The system will go away when the effect is complete. Does not replicate.
Parameters
Name | Description |
---|---|
WorldContextObject | Object that we can obtain a world context from |
EmitterTemplate | particle system to create |
Location | location to place the effect in world space |
Rotation | rotation to place the effect in world space |
Scale | scale to create the effect at |
bAutoDestroy | Whether the component will automatically be destroyed when the particle system completes playing or whether it can be reactivated |
PoolingMethod | Method used for pooling this component. Defaults to none. |
bAutoActivate | Whether the component will be automatically activated on creation. |