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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UGameplayStatics
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UParticleSystemComponent * SpawnEmitterAttached
(
UParticleSystem* EmitterTemplate, |
Backwards compatible version of SpawnEmitterAttached for C++ without Scale. | Kismet/GameplayStatics.h | |
static UParticleSystemComponent * SpawnEmitterAttached
(
UParticleSystem* EmitterTemplate, |
Plays the specified effect attached to and following the specified component. | Kismet/GameplayStatics.h |
|
SpawnEmitterAttached(class UParticleSystem , class USceneComponent , FName, FVector, FRotator, EAttachLocation::Type, bool, EPSCPoolMethod, bool)
Description
Backwards compatible version of SpawnEmitterAttached for C++ without Scale.
| Name | SpawnEmitterAttached |
| 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 * SpawnEmitterAttached
(
class UParticleSystem * EmitterTemplate,
class USceneComponent * AttachToComponent,
FName AttachPointName,
FVector Location,
FRotator Rotation,
EAttachLocation::Type LocationType,
bool bAutoDestroy,
EPSCPoolMethod PoolingMethod,
bool bAutoActivate
)
SpawnEmitterAttached(class UParticleSystem , class USceneComponent , FName, FVector, FRotator, FVector, EAttachLocation::Type, bool, EPSCPoolMethod, bool)
Description
Plays the specified effect attached to and following the specified component. The system will go away when the effect is complete. Does not replicate.
| Name | SpawnEmitterAttached |
| 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", UnsafeDuringActorConstruction="true"))
static UParticleSystemComponent * SpawnEmitterAttached
(
class UParticleSystem * EmitterTemplate,
class USceneComponent * AttachToComponent,
FName AttachPointName,
FVector Location,
FRotator Rotation,
FVector Scale,
EAttachLocation::Type LocationType,
bool bAutoDestroy,
EPSCPoolMethod PoolingMethod,
bool bAutoActivate
)
Parameters
| Name | Remarks |
|---|---|
| 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. |