Editing the Location of an Inherited Particle System Component in C++

I’ve been stuck on this problem for two days. I’ve tried so much. I’m trying to set the location in C++ because I’ll be using C++ and mouse inputs to move the particle in my game. I called the particle system in C++ and tried setting the relative location to the player, but it always seems to go stay in the position it’s at in the Blueprint Editor. It is a component of the FirstPersonPlayer, and, I’m not sure if this is relevant, but there are some nodes in the blueprint for the FirstPersonPlayer that I added in to toggle the visibility of the particle. Please help, I’m new to C++ and even my instructors (I’m taking a class) can figure this out.

Hey ETFO

Can you provide a little bit more of Informations please?

What should be the final Result? (Clicking on Viewport and moving Particle System to there?)

How does the Component hierarchy look of your FirstPersonPlayer? (Where is Particle System attached to?)

Is the Particle System visible ingame?

Maybe a few images of you Blueprint would make things much easier :slight_smile:

Greetings

I can’t seem to take a screenshot of the blueprint (and I don’t have enough time at the moment to do so) but I’'ll explain it to you. The nodes are simply an ‘E’ key node with the pressed option leading into a Toggle Visibility node. The target is the ‘Marker,’ which is the particle system component. The user is meant to toggle this on and off. The toggle works. The final result should be that the user toggles the visibility (by pressing 'E") and the Marker appears several meters in front of them and above them. In this ‘markermode,’ the player’s gunfiring would not work (I’ve managed to accomplish this in the code) and they would be able to control the Marker’s position from its initial position (which would reset with each toggle) by holding down the Left Mouse Button, the Right Mouse Button, and two other (undecided) keys on the keyboard. I want this Marker to serve as the marker for where my character will teleport to (this will be a major mechanic of the game). The Marker is under the FirstPersonCharacter class and I used the FirstPersonFPS C++ template for this project. I only started this project very recently. The hierarchy within this class leading to the Marker is the CapsuleComponent(inherited), then the Marker(inherited). Thanks for trying to help :slight_smile:

I just tried commenting all of ‘Marker’ in my character class but it still says that it is inherited in Blueprints, even though it says that the source of the inheritance was from C++. I’ve compiled my code and reopened Blueprints but it is still inherited.