Hi All,
I attached rain,snow and fog onto my blueprint and i disabled them. How can i enable them at run-time with C++?
Hi All,
I attached rain,snow and fog onto my blueprint and i disabled them. How can i enable them at run-time with C++?
There are two things I can suggest. First use FindComponentByClass as the example below shows:
UFloatingPawnMovement* pawnMovement = FindComponentByClass<UFloatingPawnMovement>();
if (pawnMovement)
{
pawnMovement->MaxSpeed = maxSpeed;
pawnMovement->Acceleration = acceleration;
pawnMovement->Deceleration = deceleration;
pawnMovement->TurningBoost = turningBoost;
}
Second, the effects may require a little more manipulation as shown below:
TArray<UParticleSystemComponent*> theEffects;
GetComponents(theEffects);
int32 effectCount = theEffects.Num();
for (int32 y = 0; y < effectCount; y++)
{
// if you just want to activate the effect
theEffects[y]->Activate();
// if you want to activate an effect by name
if (theEffects[y]->GetName().Compare(particleSystemName) == 0)
{
theEffects[y]->Activate();
}
}
Thanks for your advice.It works