How to use UParticleSystemComponent?

I want to attach a particle system to my projectile actor. but I don’t know how to use UParticleSystemComponent.

static ConstructorHelpers::FObjectFinder<UParticleSystem> lProjectileEffect(TEXT("ParticleSystem'/Game/Effects/ParticleSystems/Weapons/AssaultRifle/Muzzle/P_AssaultRifle_Trail.P_AssaultRifle_Trail'"));

mCollision = PCIP.CreateDefaultSubobject<USphereComponent>(this, TEXT("ProjectileCollision"));
mCollision->InitSphereRadius(5.0f);
RootComponent = mCollision;

mEffect = PCIP.CreateDefaultSubobject<UParticleSystemComponent>(this, TEXT("ProjectileEffect"));
// What shoud I do??
mEffect->AttachTo(RootComponent);

Thanks!

I know this is very late to answer your question but I had same problem and solved it so for anyone who read this, this is your answer:

mEffect->SetTemplate(anyParticleSystemYouWant); // with anyParticleSystemYouWant is UParticleSystem* (so UParticleSystem or any inherited from)

this little line will initialize the component for what it shroud do (or be) (it is similar to USkeletalMeshComponent->SetSkeletalMesh(USkeletalMesh*) )
I don’t like to use blueprints so I don’t really know how the binding work in C++ (I just tried one time with ACharacter) but I think you can expect to do something like that:

mEffect = PCIP.CreateDefaultSubobject<UParticleSystemComponent>(this, TEXT("ProjectileEffect"));
mEffect->SetTemplate(lProjectileEffect); // that is the line you waited for but it is "pseudo-code" I don't really know if it work with ConstructorHelpers::FObjectFinder<UParticleSystem> but it work with UParticleSystem*
mEffect->AttachTo(RootComponent);

hope that help…