How can I set the bounds of a particle emitter to a skeletal mesh?

I want to be able to have a particle emitter fill a basic human mesh and then hide the mesh( I got that part down) so you can only see the particle outline of the character. How would I do this? I already have a particle emitter on the blueprint and the mesh hidden so that when I run the game it looks like a cloud moving around, but I want to be able to set the bounds of the particle emitter so that it will look like the character mesh.

Thanks!

Hey -

There is a location node call Skel Vert/Surf Location where you can set the spawning location of you particles to be the Skeletal Mesh of your character within Cascade. This would allow you to spawn your particles all over your Character and still have the character invisible.

Thank You

Eric Ketchum