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How to write the c++ equivalent of BindEventToOnParticleCollide

Hi all

Im trying to set up my code so that when a particle effect hits a wall it leaves a decal. I’ve found other threads that do similar (https://forums.unrealengine.com/showthread.php?1747-Best-way-to-make-blood-effects). The difference is that this one the guy spawns the particle system and the impact effect in blueprints.

I’d like to do it all in c++.

At present I have a hack that, when the component is spawned, it fires a blueprint event (and I can then follow what RhythmScript did).

What I’d like is for someone to explain how you bind the event in c++ and call a c++ method somehow. I started looking into the CollisionEvents, but that seems to be for when the event happens, rather than calling the listeners of the event.

Any help always greatly appreciated :slight_smile:

Thanks

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