Set particle instance parameter via blueprints

I have a skeletal mesh in my scene and a particle system. On the particle system I added an instance paramter and specified the name to be the same as my actor name in cascade (in this case emitActor). This setup is working how I would expect and I successfully have particles emitting off of a mesh. It feels a bit of a hack since it’s a skeletal mesh, but I don’t believe I can emit particles off of a static mesh. Regardless, it’s working.

Working when it lives in the scene. But I want to spawn it dynamically via blueprints.

The part that I’m stuck on is dynamically setting the instance parameter through blueprints. I am using a spawn emitter at location blueprint to create the particle system. I have the skeletal mesh as a child in my third person character blueprint.

The first thing I tried was to set any paramater on the particle system through blueprints and I would get an error that the actor is of the wrong type:

I also tried to set the instance paramaters in blueprints with the Make ParticleSysParam. Unfortunately the skeletal mesh is not an acceptable type of actor for this node.

Any help on how to set the Skel Mesh Actor Param Name in Cascade under the Skel Vert/Surf Location module would greatly be appreciated.

This is a somewhat similar question and got me a bit closer.

The problem I’m having now is that I have to figure out how to get the skeletal mesh that is the child of the third person character, when I Get Owner, the particles spawn off of the character instead of this added geometry.

To create a simple case, I created a new character blueprint. On event play I spawn an emitter and set the actor parameter of my particle system and set the mesh as self. This works perfectly. How can I use this method, but have the skeletal mesh a child of my original Third Person Character blueprint? It appears self is the only reference that the set actor param will take, and I want a child of the third person character, but the param will not take a skeletal mesh. I even tried making the character blueprint a child of the third person character blueprint, but still get the error that the child actor component is not compatible with actor reference.