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Unreal Engine C++ API Reference > Runtime > Engine > Kismet > UGameplayStatics > SpawnEmitterAttached
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; SpawnEmitterAttached
&40;
class UParticleSystem &42; EmitterTemplate,
class USceneComponent &42; AttachToComponent,
FName AttachPointName,
FVector Location,
FRotator Rotation,
FVector Scale,
EAttachLocation::Type LocationType,
bool bAutoDestroy,
EPSCPoolMethod PoolingMethod,
bool bAutoActivate
&41;
Remarks
Plays the specified effect attached to and following the specified component. The system will go away when the effect is complete. Does not replicate.
Parameters
Name | Description |
---|---|
EmitterTemplate | particle system to create |
AttachComponent | Component to attach to. |
AttachPointName | Optional named point within the AttachComponent to spawn the emitter at |
Location | Depending on the value of LocationType this is either a relative offset from the attach component/point or an absolute world location that will be translated to a relative offset (if LocationType is KeepWorldPosition). |
Rotation | Depending on the value of LocationType this is either a relative offset from the attach component/point or an absolute world rotation that will be translated to a relative offset (if LocationType is KeepWorldPosition). |
Scale | Depending on the value of LocationType this is either a relative scale from the attach component or an absolute world scale that will be translated to a relative scale (if LocationType is KeepWorldPosition). |
LocationType | Specifies whether Location is a relative offset or an absolute world position |
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. |