Spawn emitter at socket location
I'm a c++ noob, so please go easy on me.
I set up a sprint system for my third person game. I created a particle system (called Sprint_Particles) to use as jet tails behind his feet, but I'm not sure how to add it. I'd like to spawn an emitter at each foot (I've created sockets called RightFootSocket and LeftFootSocket).
I've been looking at SpawnEmitterAttached but I can't quite figure out how to set it to use the player mesh or set it to use my particle system.
At first, create a variable in your Pawn class, e.g.
Then, initialize it in your Pawn's constructor:
To get a reference to a particle system find it in content browser, and then Ctrl+C and Ctrl+V it into Visual Studio. Then, you can activate and deactivate particle system depending on your needs.
However, it is usually better to have assets references set up via blueprints, since hardcoding assets isn't very flexible.
answered Nov 27 '14 at 03:36 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here