PickupPSC = ObjectInitializer.CreateDefaultSubobject<UParticleSystemComponent>(this, TEXT(“PickupFX”));

When and where is the Subobject name used when using C++ in Unreal 4? What is the purpose of this part ot the statement (this,TEXT(“PickupFX”)); and will I see this name in the UE4 editor?

if you make a blueprint based on the c++ class that will be its name in the component list if im correct, idk for sure been a min since i cracked open the engine

“this” is the actor class you are parenting the sub to.
And yes, the editor will display the component with name you are giving in, unless you edit the ‘Label’.
Label is by default = name, but it can be different if you give several objects the same name, then they display the same label, but have different names under the hood.

Thanks guys!