I’m guessing that’s the wrong way to go about it. I’ve only been using blueprints for a few hours. As I say, sometimes this works and the trooper catches on fire, other times the particles flicker/stutter and then vanish. That’s the best I can describe it. I created a video to show what I mean.
Am I on completely the wrong track or is this bugging out for some reason?
I would add the particle system to the actor and set visibility of particle to off. Then when you do an overlap on box, cast to the actor and toggle visibility of the particle system or spawn emitter attached. You also could add a socket somewhere on the skeleton of the mesh and spawn emitter at socket. Many different ways it can but done.
What you want your particle system location to be set to Skel Vert/Surf Location.
On begin overlap, use spawn emitter at location, the location doesn’t matter, then the return value of that spawned emitter attach it to Set Actor Parameter. Put the parameter name equal to the Skel Vert/Surf Location name, and for param attach the other actor from the overlap to it. Just check to see if you are already on fire so you aren’t spawning lots of the fire effects on the actor.