Hi.
Direct references to assets in C++ code should be avoided. It’s better to declare particle system component in your header file like this:
UPROPERTY(VisibleAnywhere)
class UParticleSystemComponent* PSC;
Then create it in your constructor:
PSC = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("MyPSC"));
And then set it’s template in editor.
If you still need a reference to particle system, you can get it like this:
static ConstructorHelpers::FObjectFinder<UParticleSystem> PS(TEXT("ParticleSystem'/Game/StarterContent/Particles/P_Explosion.P_Explosion'"));
PSC = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("MyPSC"));
PSC->SetTemplate(PS.Object);
Hope this helps.