[C++] Add Particle System Component

I need to know how to spawn a Particle System Component like this in C++.

@see UK2Node_AddComponent DO NOT CALL MANUALLY - BLUEPRINT INTERNAL USE ONLY (for Add Component nodes)

What is the C++ equivalent?

I finally get it!! this is the answer : First on the .h file :
Define this two

UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "ThrowPosition")
  		UParticleSystemComponent* BeamComp;
TArray<UParticleSystemComponent*>BeamArray;

Next on the .cpp : this goes on the constructor :

// beamcomponent
	BeamComp = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("BeamComp"));
	BeamComp->SetupAttachment(SpringArmComp);
	BeamComp->bAutoActivate = false;

And this is the function –

void ASCharacter::AddNewBeam(FVector Point1, FVector Point2)
{
	
	BeamComp = UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), BeamFX, Point1, FRotator::ZeroRotator, true);
	BeamArray.Add(BeamComp);

		BeamComp->SetBeamSourcePoint(0, Point1, 0);
		BeamComp->SetBeamTargetPoint(0, Point2, 0);
}

– Hope this helps you.

Thank you!!!

you are very welcome mate!