UGameplayStatics::SpawnEmitterAtLocation

Plays the specified effect at the given location and rotation, fire and forget.

Windows
MacOS
Linux

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

Syntax

static UParticleSystemComponent * SpawnEmitterAtLocation
(
    UWorld * World,
    UParticleSystem * EmitterTemplate,
    const FTransform & SpawnTransform,
    bool bAutoDestroy,
    EPSCPoolMethod PoolingMethod,
    bool bAutoActivate
)

Remarks

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.

Parameters

Parameter

Description

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.

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback