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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 |
UFUNCTION (BlueprintCallable, Category="Effects",
Meta=(Keywords="particle system", WorldContext="WorldContextObject", UnsafeDuringActorConstruction="true"))
static UParticleSystemComponent * SpawnEmitterAtLocation
(
const UObject * WorldContextObject,
UParticleSystem * EmitterTemplate,
FVector Location,
FRotator Rotation,
FVector Scale,
bool bAutoDestroy,
EPSCPoolMethod PoolingMethod,
bool bAutoActivateSystem
)
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. |