How do you spawn an emitter at a collision location?

Hey NullFX -

Even easier, in either case you will be calling an Event Hit and you can add in a Spawn Emitter based on the location of the Event Hit call. Here is the setup based on the first person blueprint template, it is assigned in that template to the My Projectile Blueprint. You will want to make sure that whatever particle system you are generating is finite in length and not infinitely looping because then the emitter will exist forever (unless that’s what you want in which case there you go.)