I'm working with Slyrr77 to implement a special effect on a new character model he's creating, and I would like to use an emitter class to achieve the desired result. However, it seems like the only way to do this is to use a custom species, which I'm not even going to think about thanks to the rubbish handling of species classes online. I've tried adding an emitter to the spine bone in a custom voicepack using PostBeginPlay, and also tried using a new function (AttachEmitEffect) and calling that from a Timer (the Timer is set in PostBeginPlay as well), but so far nothing I've tried has resulted in an emitter being attached to the spine of any model in the game. The model Slyrr is making will have a custom skeleton, so it wouldn't be a problem to add an extra bone specifically for this.
So... would this actually be possible? Am I just going about it the wrong way? Or is a custom Species the only feasible option? If it is, then we'll have to fall back to PlanB and use animated materials instead.
Thanks in advance
So... would this actually be possible? Am I just going about it the wrong way? Or is a custom Species the only feasible option? If it is, then we'll have to fall back to PlanB and use animated materials instead.
Thanks in advance