UGameplayStatics::SpawnEmitterAttached(MuzzleFlash, Mesh, TEXT("MuzzleFlashSocket"));
and if you right click in eg Visual Studio and go to declaration:
static UParticleSystemComponent* SpawnEmitterAttached(class UParticleSystem* EmitterTemplate, class USceneComponent* AttachToComponent, FName AttachPointName = NAME_None, FVector Location = FVector(ForceInit), FRotator Rotation = FRotator::ZeroRotator, FVector Scale = FVector(1.f), EAttachLocation::Type LocationType = EAttachLocation::KeepRelativeOffset, bool bAutoDestroy = true, EPSCPoolMethod PoolingMethod = EPSCPoolMethod::None, bool bAutoActivate=true);
You’ll see most include = default value.
When you’re coding, the IDE is your friend. If you’re using Visual Studio Code or a different code editor then I don’t know what it will do as its not an IDE and may offer less help.
But it helps to learn how to use an IDE to view the development library code. The UE4 documentation doesn’t look as helpful here and makes it look like all have to be supplied but it is not the code. The code is final. You cannot do what the code doesn’t allow and documentation can be wrong or poor at times.
http://www.cplusplus.com/forum/beginner/24372/
https://www.w3schools.com/cpp/cpp_function_default.asp
Someone else can fill it in further.