Plays the specified effect attached to and following the specified component. The system will go away when the effect is complete. Does not replicate.
Target is Gameplay Statics
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In
Exec
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Emitter Template
Particle System Object Reference
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particle system to create |
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Attach to Component
Scene Component Object Reference
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Attach Point Name
Name
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Optional named point within the AttachComponent to spawn the emitter at |
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Location
Vector
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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). |
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Rotation
Rotator
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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). |
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Scale
Vector
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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). |
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Location Type
EAttachLocation Enum
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Specifies whether Location is a relative offset or an absolute world position |
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Auto Destroy
Boolean
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Whether the component will automatically be destroyed when the particle system completes playing or whether it can be reactivated |
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Pooling Method
EPSCPoolMethod Enum
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Method used for pooling this component. Defaults to none. |
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Auto Activate
Boolean
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Whether the component will be automatically activated on creation. |
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Out
Exec
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Return Value
Particle System Component Object Reference
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