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How do I reference my particle system in code?

In the tutorial for Variables, timers and, events near the end, you are shown how to create a particle emitter via Blueprint. I was curious about how to achieve this through code as opposed to Blueprints. I have checked out the Particle systems documentation but am unsure of how to reference the starter content "P_Explosion" in my code. Any direction would be much appreciated.

Product Version: UE 4.7
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asked Nov 02 '15 at 08:12 PM in C++ Programming

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LostScout
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Hi.

Direct references to assets in C++ code should be avoided. It's better to declare particle system component in your header file like this:

 UPROPERTY(VisibleAnywhere)
 class UParticleSystemComponent* PSC;

Then create it in your constructor:

 PSC = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("MyPSC"));

And then set it's template in editor.

If you still need a reference to particle system, you can get it like this:

 static ConstructorHelpers::FObjectFinder<UParticleSystem> PS(TEXT("ParticleSystem'/Game/StarterContent/Particles/P_Explosion.P_Explosion'"));
 PSC = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("MyPSC"));
 PSC->SetTemplate(PS.Object);

Hope this helps.

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answered Nov 03 '15 at 04:49 PM

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Artem Gergel'
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avatar image LostScout Nov 03 '15 at 09:22 PM

Thanks, that answered it.

avatar image K6L2 Mar 05 '18 at 12:10 AM

Hey Epic Games, you know what would be great? If when someone like me goes to your documentation for the particle system component I see these code snips at the top of the page. You guys should take a look at the documentation for SFML, it's so much better...

avatar image GameAboutThings Jun 27 '18 at 02:25 PM

For some reason I get an EXCEPTION_ACCESS_VIOLATION on the line of the FObjectFinder. Any idea how this could happen?

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