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How to write the c++ equivalent of BindEventToOnParticleCollide

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    How to write the c++ equivalent of BindEventToOnParticleCollide

    Hi all

    Im trying to set up my code so that when a particle effect hits a wall it leaves a decal. I've found other threads that do similar (https://forums.unrealengine.com/show...-blood-effects). The difference is that this one the guy spawns the particle system and the impact effect in blueprints.

    I'd like to do it all in c++.

    At present I have a hack that, when the component is spawned, it fires a blueprint event (and I can then follow what RhythmScript did).

    What I'd like is for someone to explain how you bind the event in c++ and call a c++ method somehow. I started looking into the CollisionEvents, but that seems to be for when the event happens, rather than calling the listeners of the event.

    Any help always greatly appreciated

    Thanks
    --
    GeekyPayback
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