In the Blueprint Graph where particle emitters are components, how do I turn on, off, and reset particle components?
I am currently using Set Hidden, but it’s just a short time fix as I want the particle to start emitting fresh from an event in the graph.
Thanks
I found that Set Activate in the Event graph worked well, with the particle component as the target.
When I set it to false, I set bReset value to true.
Then when I set it true it has been reset.
In ParticleSystemComponent.h
there is a function
virtual void Activate(bool bReset=false) OVERRIDE;
It is not blueprint callable however
You could write a static BP library function that takes in a PSC, and calles Activate(true) on it
to reset it.
If you’d like me to do that for you let me know 
http://forums.epicgames.com/threads/972861-TUTORIALS-C-for-UE4-gt-gt-New-Create-Your-Own-Easy-to-Share-BP-Function-Library?p=31682322&viewfull=1#post31682322
Is there an easier way?
Maybe, I looked at every Blueprint callable function in PSC.h and I looked in gameplaystatics where you spawn emitters and did not see anything

Rama
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