They are, I’m using them:
ParticleSystem->SetBeamEmitterSourceLocation
ParticleSystem->SetBeamEmittertargetLocation
ParticleSystem->SetBeamEmitterSourceTangent
ParticleSystem->SetBeamEmitterTargetTangent
ParticleSystem->SetBeamEmitterSourceLocation
ParticleSystem->SetBeamEmitterTargetStrength
You feed an Emitter Index and Beam Index to each one. It’s not the easiest thing to set-up, but it does work. These functions also exist in Blueprint for ease-of-use/prototyping. Here’s how I’m using them for something.
Note however, that the Tangents are based on Bezier Math. It’s therefore easier to create a Spline Component, and then set the tangents to the same tangents as the Spline, like so (as a FOR Loop, hence the ‘i’):
PS->SetBeamSourceTangent(0, InputSC->GetWorldTangentAtDistanceAlongSpline(InputSC->GetDistanceAlongSplineAtSplinePoint(i)), i);
PS->SetBeamTargetTangent(0, InputSC->GetWorldTangentAtDistanceAlongSpline(InputSC->GetDistanceAlongSplineAtSplinePoint(i + 1))), i);