Spawn Particles
Type: Action
Category: PARTICLE
Instances a particle emitter into the scene using scene.addObject(). Ideal for one-shot effects like explosions, impacts, and splashes.
Properties
| Property | Type | Default | Description |
|---|---|---|---|
| Emitter | String | "fx_explosion" |
Name of the emitter object to instance (must be in an inactive layer) |
| Reference | String | "" |
Reference object for position/orientation. Empty = self.own |
| Lifetime | Int | 60 |
Lifetime of the instanced object in frames (0 = infinite) |
Sockets
| Socket | Direction | Type |
|---|---|---|
| In | Input | Exec |
| Out | Output | Exec |
Generated code
scene.addObject('fx_explosion', self.own, 60)
With a custom reference object:
scene.addObject('fx_explosion', scene.objects['hit_point'], 60)
Typical usage
Explosion on impact
[On Collision: Property="explosive"] → [Spawn Particles:
Emitter = "fx_explosion"
Lifetime = 120]
Bullet hit effect
[Raycast: Hit] → [Spawn Particles:
Emitter = "fx_bullet_hit"
Reference = "hit_marker"
Lifetime = 30]
Engine startup smoke
[On Start] → [Spawn Particles:
Emitter = "fx_engine_smoke"
Lifetime = 0] # infinite
Notes
- The
Emitterobject must exist in an inactive scene layer (not the active one), or the call will fail. Lifetime = 0creates the object with no time limit — it must be destroyed manually withendObject().scene.addObject()returns the instanced object, but this node does not expose that value. Use BT Custom Task if you need a reference to the spawned object.