As the name suggests, I can’t really find a use for them. You can set the particle template to use, and some settings, but none of it matters -‘Spawn Emitter Attached’ takes in all of that each time you call it, anyway. I feel like that node is actually totally bypassing my component, and thus the Particle Component is not at all being used.
And as opposed to this, how does one use an incorporated particle component? (As a bonus; what are some good use cases for this? A gun’s muzzle flash, for example?)
I think it is useful any time you know that the Actor is always going to require it and also just need one. The Component is pre-allocated as part of the Actor set up and you don’t get any (relatively minor) overhead of initializing at run time.
If you have a component that you’ve added in the components panel of the blueprint editor it will appear as a variable and you can drag a reference to it on your blueprint graph and from that reference do things like play, stop, etc. The particle component has a flag for auto-activate so that the particle system becomes active on startup or you can choose to instigate it at a point of your choosing.
It’s definitely up to you how you want to organize your blueprints and I wouldn’t say there is definitively a correct way though within your project I’m sure you’ll develop a best practice.