This is perfect.
@HulksOneArk: In case you’re not sure, though:
Create a copy of the Gas Grenade. It references the projectile, create a copy of that as well. If you want the smoke to be a different color, the projectile references an emitter that you’ll also need to copy and the emitter references a particle effect that you’ll need to copy. From there, change your copied particle effect’s “Color Over Life” to suit your needs. For the sake of this example, I used blue, cyan, and purple.
Inside the new projectile you just made via copying, go into the graph editor. In the event graph, you should already see an “On Explode” event. Add your actor spawning logic there. Something like this should suffice:
Note that I didn’t remove what was there already. I simply added my own logic at the end of it.
You should see something like this as the end result:
I’m personally not entirely sure how one could do this, but I think another option would be to tie the beacon spawning logic to the death of the emitter. That way, the smoke effects finish before the spawning occurs. One thing to consider is that you could just delay this logic in “On Explode” by the duration of the smoke emitter as well. That’d achieve the same effect. Though, I’m not great at modding. Just thought I’d help where I could.