Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UGameplayStatics
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UParticleSystemComponent * SpawnEmitterAtLocation
(
UWorld* World, |
Plays the specified effect at the given location and rotation, fire and forget. | Kismet/GameplayStatics.h | |
static UParticleSystemComponent * SpawnEmitterAtLocation
(
const UObject* WorldContextObject, |
Backwards compatible version of SpawnEmitterAttached for C++ without Scale. | Kismet/GameplayStatics.h | |
static UParticleSystemComponent * SpawnEmitterAtLocation
(
const UObject* WorldContextObject, |
Plays the specified effect at the given location and rotation, fire and forget. | Kismet/GameplayStatics.h |
|
SpawnEmitterAtLocation(UWorld , UParticleSystem , const FTransform &, bool, EPSCPoolMethod, bool)
Description
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.
| Name | SpawnEmitterAtLocation |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h |
| Include Path | #include "Kismet/GameplayStatics.h" |
| Source | /Engine/Source/Runtime/Engine/Private/GameplayStatics.cpp |
static UParticleSystemComponent * SpawnEmitterAtLocation
(
UWorld * World,
UParticleSystem * EmitterTemplate,
const FTransform & SpawnTransform,
bool bAutoDestroy,
EPSCPoolMethod PoolingMethod,
bool bAutoActivate
)
Parameters
| Name | Remarks |
|---|---|
| World | The World to spawn in |
| EmitterTemplate | particle system to create |
| SpawnTransform | transform with which to place the effect in world space |
| 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. |
SpawnEmitterAtLocation(const UObject , UParticleSystem , FVector, FRotator, bool, EPSCPoolMethod, bool)
Description
Backwards compatible version of SpawnEmitterAttached for C++ without Scale.
| Name | SpawnEmitterAtLocation |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h |
| Include Path | #include "Kismet/GameplayStatics.h" |
| Source | /Engine/Source/Runtime/Engine/Private/GameplayStatics.cpp |
static UParticleSystemComponent * SpawnEmitterAtLocation
(
const UObject * WorldContextObject,
UParticleSystem * EmitterTemplate,
FVector Location,
FRotator Rotation,
bool bAutoDestroy,
EPSCPoolMethod PoolingMethod,
bool bAutoActivateSystem
)
SpawnEmitterAtLocation(const UObject , UParticleSystem , FVector, FRotator, FVector, bool, EPSCPoolMethod, bool)
Description
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.
| Name | SpawnEmitterAtLocation |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h |
| Include Path | #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
)
Parameters
| Name | Remarks |
|---|---|
| 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. |