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How do I detach a component as an actor?

Hello.

I want to detach my particle component as an actor, is this possible? The reason I want to do this, is because when I destroy my actor with the particle, the particle gets destroyed without fading out.

Any ideas? :)

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asked Mar 02 '15 at 03:42 PM in C++ Programming

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Wrekk
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Is this like an explosion kinda thing? I don't think you can(but I could be wrong). You could set the parts you want gone to "SetActorHiddenInGame" until your particle is done and then destroy or just have it as a spawned separate actor.

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answered Mar 02 '15 at 07:54 PM

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spazchicken
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avatar image Wrekk Mar 02 '15 at 08:00 PM

I tried the first option, but I didn't really like it. :) I hoped there was a way to do this without too much trouble, but I guess I'll have to just delay the destroy.

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I just found DestroyComponent did you try that?

MyComponent->DestroyComponent();

I used it and it works! Hopefully that's what yo are looking for :)

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answered Mar 02 '15 at 08:06 PM

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spazchicken
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avatar image Wrekk Mar 02 '15 at 08:18 PM

Yeah I use that as well, though it's not exactly what I need here. I need to able to have the particle systems still emitting after I destroy the actor which has them as components.

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