First of all, the function goes as follows:
static UParticleSystemComponent * SpawnEmitterAttached
(
class UParticleSystem * EmitterTemplate,
class USceneComponent * AttachToComponent,
FName AttachPointName,
FVector Location,
FRotator Rotation,
FVector Scale,
EAttachLocation::Type LocationType,
bool bAutoDestroy,
EPSCPoolMethod PoolingMethod
)
If you’re using this function, use it as follows:
if (TestActor && YourTemplate && (YourScale.Size() != 0))
{
UGameplayStatics::SpawnEmitterAttached(YourTemplate, TestActor->GetRootComponent(), NAME_None, YourLocation, YourRotation, YourScale, EAttachLocation::SnapToTarget, false, EPSCPoolMethod::AutoRelease
}
That should work