UE 4.18 "Span emitter at location" Problem

I’m new to UE4 and I was going through Variables, Timers, and Events Documentation with UE 4.18 on windows. I noticed that the Spawn Emitter At Location node fail to emit the explosion particle effect.
I tried it with 4.17.2 and it worked so it’s not a problem with the blueprint or the documentation.
I also tried it within the C++ code UGameplayStatics::SpawnEmitterAtLocation() and the same happened.
Is it a problem with the preview version?

Hi ,

I created a new project with a Blueprint containing a “Spawn Emitter at Location” node in 4.18 Preview and it worked as intended. Can you please provide some more specific repro steps and a screen shot of your Blueprints setup so that I can investigate?

Hi X,
Thank you for your prompt reply.
I was following the steps from here : [link text][1]

Hello ,

I followed the tutorial as well in 4.18 and I’m seeing the countdown as well as the explosion. Are you seeing the countdown at least? It’s possible that you may of never set up the Event to be called in code. If you continue to experience the issue, can you post your Countdown.h and Countdown.cpp here to see if there is an issue with the code?

Hi ,
Yes the countdown works. As I mentioned before I also tried to replicate the emitter by code.

Header file

    #include "CoreMinimal.h"
    #include "GameFramework/Actor.h"
    #include "Components/TextRenderComponent.h"
    #include "Kismet/GameplayStatics.h"
    #include "countdown2.generated.h"
    class PROGTEST2_API Acountdown2 : public AActor
    	// Sets default values for this actor's properties
    	// Called when the game starts or when spawned
    	virtual void BeginPlay() override;
    	// Called every frame
    	virtual void Tick(float DeltaTime) override;
    	// How long, in seconds, the countdown will run
    	int32 CountdownTime;
    	UTextRenderComponent* CountdownText;
    	void UpdateTimerDisplay();
    	void AdvanceTimer();
    	void CountdownHasFinished();
    	virtual void CountdownHasFinished_Implementation();
    	FTimerHandle CountdownTimerHandle;
    	/** effect played on respawn */
    	UParticleSystem* RespawnFX;

Cpp file

#include "countdown2.h"

// Sets default values
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = false;

	CountdownText = CreateDefaultSubobject<UTextRenderComponent>(TEXT("CountdownNumber"));
	RootComponent = CountdownText;

	CountdownTime = 3;

void Acountdown2::AdvanceTimer()

	if (CountdownTime < 1)
		// We're done counting down, so stop running the timer.
		//Perform any special actions we want to do when the timer ends.

// Called when the game starts or when spawned
void Acountdown2::BeginPlay()
	GetWorldTimerManager().SetTimer(CountdownTimerHandle, this, &Acountdown2::AdvanceTimer, 1.0f, true);

// Called every frame
void Acountdown2::Tick(float DeltaTime)


void Acountdown2::UpdateTimerDisplay()
	//CountdownText->SetText(FString::FromInt(FMath::Max(CountdownTime, 0)));
	CountdownText->SetText(FText::AsNumber(FMath::Max(CountdownTime, 0)));

void Acountdown2::CountdownHasFinished_Implementation()
	//Change to a special readout
	if (RespawnFX)
		UGameplayStatics::SpawnEmitterAtLocation(this, RespawnFX, GetActorLocation(), GetActorRotation());

And in the editor I place the P_Explosion

It worked. I’ll investigate more why it didn’t work on my project and let you know if find something.
Thank you for your assistance and I’m sorry for the trouble.

I copied the code you’re using and it’s working for me in both 4.17 and 4.18. Here’s the project, see if you still get the same results: Box