Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h |
Include |
#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,
FVector Scale,
EAttachLocation::Type LocationType,
bool bAutoDestroy,
EPSCPoolMethod PoolingMethod,
bool bAutoActivate
)
Plays the specified effect attached to and following the specified component. The system will go away when the effect is complete. Does not replicate.
Parameter |
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. |