UParticleSystemComponent to UParticleSystem

Thanks for the example, in the C++ area less people seem to write.

I don’t know this way, but thanks for that.
I’ll write down my previous way and maybe you can add what I am missing? Would be super nice. I think I am only missing one small step. But I don’t know it.
It’s really hard to teach yourself everything if you don’t fully understand the context.

In .h

UPROPERTY(EditAnywhere)
UParticleSystem* MeinPartikel = nullptr;

UPROPERTY(EditAnywhere)
UParticleSystemComponent* KugelPartikel = nullptr;

In.cpp

KugelPartikel = CreateDefaultSubobject<UParticleSystemComponent>(TEXT(“MeinPartikel”));

UGameplayStatics::SpawnEmitterAttached(MeinPartikel, MeineScene);

//There is still missing the step, that somehow from the component, which has the particle in it, it is filled into the UParticleSystem variable.