I have a skeletal mesh in my scene and a particle system. On the particle system I added an instance paramter and specified the name to be the same as my actor name in cascade (in this case emitActor). This setup is working how I would expect and I successfully have particles emitting off of a mesh. It feels a bit of a hack since it’s a skeletal mesh, but I don’t believe I can emit particles off of a static mesh. Regardless, it’s working.
Working when it lives in the scene. But I want to spawn it dynamically via blueprints.
The part that I’m stuck on is dynamically setting the instance parameter through blueprints. I am using a spawn emitter at location blueprint to create the particle system. I have the skeletal mesh as a child in my third person character blueprint.
The first thing I tried was to set any paramater on the particle system through blueprints and I would get an error that the actor is of the wrong type:
I also tried to set the instance paramaters in blueprints with the Make ParticleSysParam. Unfortunately the skeletal mesh is not an acceptable type of actor for this node.
This is a somewhat similar question and got me a bit closer.
The problem I’m having now is that I have to figure out how to get the skeletal mesh that is the child of the third person character, when I Get Owner, the particles spawn off of the character instead of this added geometry.
To create a simple case, I created a new character blueprint. On event play I spawn an emitter and set the actor parameter of my particle system and set the mesh as self. This works perfectly. How can I use this method, but have the skeletal mesh a child of my original Third Person Character blueprint? It appears self is the only reference that the set actor param will take, and I want a child of the third person character, but the param will not take a skeletal mesh. I even tried making the character blueprint a child of the third person character blueprint, but still get the error that the child actor component is not compatible with actor reference.