Spawn Emitter Attached

Spawn Emitter Attached

Windows
MacOS
Linux

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

Spawn Emitter Attached
Emitter Template
Select Asset
Attach to Component
Attach Point Name
None
Location
X0
Y 0
Z 0
Rotation
R 0
P 0
Y0
Scale
X1.000000
Y1.000000
Z1.000000
Location Type
KeepRelativeOffset
Auto Destroy
Pooling Method
None
Auto Activate
Return Value

Inputs

In
Exec
Emitter Template
Particle System Object Reference

particle system to create

Attach to Component
Scene Component Object Reference
Attach Point Name
Name

Optional named point within the AttachComponent to spawn the emitter at

Location
Vector

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
Rotator

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
Vector

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).

Location Type
EAttachLocation Enum

Specifies whether Location is a relative offset or an absolute world position

Auto Destroy
Boolean

Whether the component will automatically be destroyed when the particle system completes playing or whether it can be reactivated

Pooling Method
EPSCPoolMethod Enum

Method used for pooling this component. Defaults to none.

Auto Activate
Boolean

Whether the component will be automatically activated on creation.

Outputs

Out
Exec
Return Value
Particle System Component Object Reference
Select Skin
Light
Dark

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