Why can't I target an Emitter directly in the Event Editor?

Greetings!

I’ve been through the particle emitter tutorials and searched a bit online, and there is no clear explanation about what is happening in the Blueprint Event Graph.

Basically all I want to do is activate, and deactivate, and kill (not destroy) an emitter that has been placed in the world.

When I add a Deactivate function in the Event Graph that is planned to target the Emitter Reference node, it’s adding an additional Particle System Component.

Here are my questions:

  1. Why cannot I directly target the Ribbon Emitter with the Deactivate function - ie: why is the Particle System Component necessary?
  2. What are the “events” in the Particle System Component details? I click on them and nothing happens.
  3. How can I kill an emitter (immediately stop particles spawning and remove all spawned current particles in the world), without destroying it (being able to activate it again later).

Sorry these are 101 questions, but I’m in the process of migrating from UE3 to UE4 and I’m not understanding why this is more complex than it seems like it should be for this simple activate/deactivate functionality.

Thanks,

~cignet

Anyone home? :frowning:

Hello, I think I’ve run into this same problem and this is how I went about it.

If you open the particle editor (Cascade), you’ll notice that every emitter/component has a name.
You can disable and enable a specific emitter like this:

93996-controllingemitter.png