text: // //=======================================================================================================================================// The named class sources like P_...are the Unreal Engine 4.20 full C++ VR template sources written by Sang-bin, Jeon (Ludens VR)  |// This VR Template Copyright (C) 2018, Sang-bin, Jeon, All Rights Reserved.ttttttt// This Project Copyright (C) 2018, Ludens VR, All Rights Reserved.ttttttttt|//=======================================================================================================================================
  
  #include "LV_EnemyExplosionPartical_Type01.h"
  #include "Particles/ParticleSystemComponent.h"
  #include "Runtime/Engine/Classes/Engine/Engine.h"
  #include "UObject/ConstructorHelpers.h"
  #include "Components/SceneComponent.h"
  
  // Sets default values
  ALV_EnemyExplosionPartical_Type01::ALV_EnemyExplosionPartical_Type01()
  {
   	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
  	PrimaryActorTick.bCanEverTick = true;
  
  	RootScene = CreateDefaultSubobject<USceneComponent>(TEXT("muzzlePoint"));
  	ParticleEffect = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("SparkParticle"));
  	RootComponent = RootScene;
  
  	ParticleEffect->SetupAttachment(RootScene);
  	//OurParticleSystem->bAutoActivate = false;
  	//OurParticleSystem->SetRelativeLocation(FVector(-20.0f, 0.0f, 20.0f));
  	ParticleEffect->SetWorldScale3D(FVector(0.6f, 0.3f, 0.3f));
  
  	static ConstructorHelpers::FObjectFinder<UParticleSystem> ParticleAsset(TEXT("ParticleSystem'/Game/Portals/Particles/P_Portal6.P_Portal6'"));
  	if (ParticleAsset.Succeeded())
  	{
  		ParticleEffect->SetTemplate(ParticleAsset.Object);
  	}
  
  }
  
  // Called when the game starts or when spawned
  void ALV_EnemyExplosionPartical_Type01::BeginPlay()
  {
  	Super::BeginPlay();
  	SetLifeSpan(1.0f);
  	
  }
  
  // Called every frame
  void ALV_EnemyExplosionPartical_Type01::Tick(float DeltaTime)
  {
  	Super::Tick(DeltaTime);
  
  }
  
  