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Spawn Emitter At All Enemy Actor Locations On Death

Hi all,

I have my pickups set-up to increase the player speed and to also destroy all enemy actors. However, I would like to play a particle effect when the enemy players are destroyed. How would I do this upon their death? I've given it a go in the screenshot below, but I can't find a way of getting all enemy actor locations and then spawning the emitter for each one upon their death. Any help with this would be greatly appreciated.

alt text

Product Version: UE 4.15
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asked May 07 '17 at 04:13 PM in Using UE4

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Robsy128
15 3 6

avatar image StillAlive039 May 08 '17 at 01:31 AM

You would destroy all the actors right? If I didn't misunderstood your question the solution would be:

Attach the array output of the Get actors of all class node to a foreachloop node and the output of the foreachloop node which is a single actor of all your enemy actors on map and attach that to the Get Actor Location node and Destroy Actor Node

avatar image Robsy128 May 08 '17 at 09:03 PM

Yep, that's the intention! Can I add the Spawn Emitter at Location node to the foreachloop node so it spawns an emitter upon their death? I want to basically do the following: Player goes over the pickup - all enemy AI actors are destroyed - a particle emitter plays at their location (like an explosion or something) - the emitter is then destroyed once it's finished playing.

avatar image StillAlive039 May 20 '17 at 04:15 AM

Well I tried it but it works fine for me, all my enemy actors spawned the emitter at their locations.

alt text alt text

not destroyed.png (328.9 kB)
destroyed.png (300.8 kB)
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2 answers: sort voted first

You could place a particlesystemcomponent inside your enemy actor which get's activated on death.

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answered May 09 '17 at 02:33 AM

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5v29n
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Is this the logic you want?

alt text

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answered May 09 '17 at 05:57 AM

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StillAlive039
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avatar image Robsy128 May 19 '17 at 05:45 PM

Yes, the logic is there, though this only spawns one emitter for all of the cubes in one location. For some reason it's not spawning an emitter for every single enemy cube.

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