How do I create an actor with a particle system component that I set in the editor?

I can make placeable actors. I can make actors that have a particle system component defined in the DefaultProperties. I can spawn particle emitters at runtime using the emitter pool. But that’s not what I want to do.

I want to open the editor and drop an actor into the level.
Then I want to open that actor’s properties and give it a particle system component that I choose from the content browser.
I want to be able to see a particle emitter in the editor at that actor’s location.

I know I could do this if I made my actor extend Emitter, but I already extended a different class that I’m relying a lot on.

Any ideas?

yep, it’s just another day in editor land :smiley:

  • in your custom class, define the component variable as editor-exposed (i.e var**()** ParticleSystemComponent yourParticle)
  • add the component in the defaultproperties
  • set your component name to the custom var (i.e. yourParticle = TheParticleComponentObject) just like it’s usually done (check UTPawn for Mesh as an example)
  • profit

Thanks! I’ll try that.