Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Kismet > API/Runtime/Engine/Kismet/UGameplayStatics > API/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. |