Dan was able to give me the direction of using UParticleSystemComponent Deactivate However, I’m still unsure what the correct syntax of using the command should be if my system name in .h file is UParticleSystem* MuzzleFlash;
Ah, see its a UParticleSystem, not a UParticleSystemComponent, so there is no deactivatesystem()
How are you spawning it?
UGameplayStatics::SpawnEmitterAttached(MuzzleFlash, Mesh, TEXT(“MuzzleFlashSocket”));
That returns a particle system component which you can store.