Hi guys, I am trying to dynamically spawn and control a beam particle effect in the demo I am creating. My initial idea was to assign the template of the particle system I intend to use on the blueprint, and then clone of from that when I need to spawn a particle system of that kind. The problem is that I am not sure if this is possible or if there is any other way to achieve this. The goal is for me to be able to control the actor’s particle systems through code, I want to be able to spawn as many of the particle systems as I need and dynamically assign the target position of the beam particle.
So I found a similar questions and followed their solution. Now my blueprint contains a reference to the particle system the actor will use as a template for the other particle emitters it will spawn.
Now the only problem is that when I call setBeamSourcePoint or setBeamEndPoint, noting changes. Any thoughts on what might be happening here? Has anyone been able to change the end point of their beam particle effect in code?
I could not get those functions to work, so instead I made the source and endpoint be particle parameters and I set them in code via setvectorparameter.