My player pawn has some particles that it uses constantly, and others that toggle on and off conditionally. I have added the continuously emitting ones as a UParticleSystemComponent and I initialize them in the pawn’s constructor, then toggle them on/off during play as needed.
I have two particle systems on my pawn already plus I keep another reference to an emitter I spawn and play once on death. It’s all working and I was planning on adding more to my pawn in this fashion, but I wasn’t sure if keeping these particle references in memory all the time would end up becoming a problem at some point.
Also, do constant emitters each need their own ParticleSystemComponent if they will both need to play at the same time, or could I attach multiple emitters to the same ParticleSystemComponent?