You will see two kinds of effect component types, which always occur in pairs.
entSlotComponent
Usually called fx_slots, this component allows you to place your effects in the world. It requires the definitions in the entEffectSpawnerComponent to work.
If you want the position of your effects to follow the movement of parts of the object you can set the boneName an existing bone of your object\
In this case the relativePosition will be relative to the bone's position
entEffectSpawnerComponent
Usually called fx_whateverTheEffectIs, this component defines and registers effects which can then be placed via slots.
Adding and deleting effect slots
Deletions
In the entEffectSpawnerComponent, delete:
the placementTag entry that you want to get rid of
the corresponding entry in placementInfos (see the yellow arrows on the screenshot under entEffectSpawnerComponent)
In the entSlotComponent, delete:
The entry in slots referencing the previously deleted component by name.
Additions
In the entEffectSpawnerComponent, add:
a new placementTag at the end of the array with the name of your new entry (e.g. fx_candle_slot_04)
a new entry under placementInfos (by duplicating the last entry), setting the placementTagIndex to the numeric index of the placementTag you created in step 1
In the entSlotComponent, add:
a new entry in slots with the name that you created in Step 1
autoSpawnTag
If you are making effects into equipment, having the same autoSpawnTag will make it so equipping one will despawn the other one.
eventRUID
eventRUID in the ent component must be the same as the effect particles ruid, and ideally should be unique across everything. You can right click on a RUID field and choose "Generate new CRUID" to generate a semi-random new CRUID and then copy it across so they match.
Red square: autoSpawnTag, Yellow square: eventRUID