Thank for your reply.
From what I know the only 2 ways to turn off the particle emitter were to deactivate particle system component
in the blueprint event graph and in the particle editor under Emitter/required/duration and set it the number greater than 0.
It’s there any other way to have overlapping or collision, example a character collided with a cube to activate the emitter and deactivated
when the character leave the cube.
What I am trying to achieve, is to have a character walk into a trap and caught with sudden burst of fire. The character will continue to burn
if it remained inside the trap. As soon as it leave the trap the fire will disintegrate.