Hi x1time_HAVOC,
Attaching a particle system is similar any other property when it comes to UProperty. The syntax for adding a UProperty in C++ is as follows:
UCLASS()
class MYPROJECT10_API AMyActor : public AActor
{
GENERATED_BODY()
UPROPERTY(EditAnywhere)
UParticleSystem* Fire;
public:
// Sets default values for this actor's properties
AMyActor();
In the above code, I added a particle system component to MyActor and named it Fire. Another key thing is to add the EditAnywhere tag after UPROPERTY. This allows you to both see the component in the editor and change its value. For more information about UProperty and the rest of Unreal’s reflection system, please go to the following link: Unreal Property System (Reflection) - Unreal Engine
If you encounter any further issues, please follow up. I’ll be happy to look into any other issues.
Have a nice day,