So, I’m spawning a particle system attached to an actor via code:
/* header */
UPROPERTY()
UParticleSystemComponent* PreExplosionPSC;
/* cpp */
//Activate System
UParticleSystemComponent* psc = UGameplayStatics::SpawnEmitterAttached(ExplosionEffects.ParticleSystem, StaticMeshComponent);
psc->ActivateSystem(true);
//Deactivate System - I've tried all of these but none seems to kill it
PreExplosionPSC->SetActive(false);
PreExplosionPSC->Deactivate();
PreExplosionPSC->DeactivateSystem();
PreExplosionPSC->bSuppressSpawning = true;
PreExplosionPSC->KillParticlesForced();
PreExplosionPSC->DestroyComponent();
PreExplosionPSC->SetHiddenInGame(true);
Any ideas?