# Custom particle emitters in C++

**URL:** <https://forums.unrealengine.com/t/custom-particle-emitters-in-c/338716>\
**Category:** FX\
**Tags:** build, unreal-engine, UE4, CPP, question\
**Created:** [November 16, 2015, 11:40pm UTC](https://forums.unrealengine.com/t/custom-particle-emitters-in-c/338716 "2015-11-16T23:40:05Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![anonymous\_user\_b2321b9f](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b2321b9f](https://forums.unrealengine.com/u/anonymous_user_b2321b9f)\
**Post date:** [November 16, 2015, 11:40pm UTC](https://forums.unrealengine.com/t/custom-particle-emitters-in-c/338716/1 "2015-11-16T23:40:05Z")

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As far as I can see from reading UE4 sources, particle-related classes ( `UParticleModule`, `FParticleSpriteEmitterInstance`, etc ) are not designed to be inherited from in game code - they are lacking `ENGINE_API` specifiers. If it means that I shouldn’t define custom emitters in C++ modules of my project, then how it should be done properly? I would prefer doing complex math for them in written code, not Blueprints.
