# Drawing beam effect in UDK?

I'm having trouble drawing a particle effect between two actors in UDK - Both the source and the target are not static objects, so as far as I can tell I need to do it in the code not in kismet. Here's what I've got at the moment and it seems to not be doing anything at all. Ideas?

BeamEmitter[0] = new(self) class'UTParticleSystemComponent';
BeamEmitter[0].SetAbsolute(false, false, false);
BeamEmitter[0].SetTemplate(BeamTemplate[0]);

BeamEmitter[0].SetTickGroup(TG_PostUpdateWork);
BeamEmitter[0].bUpdateComponentInTick = true;
self.AttachComponent(BeamEmitter[0]);
BeamEmitter[0].SetBeamEndPoint(2, tarPos);
BeamEmitter[0].ActivateSystem();