Five anime-style area and beam skill effects for Unreal Engine 5.8, built in Niagara, with sound. Vol.1 was all projectiles; in Vol.2 nothing flies from A to B: two in-place novas, a ground eruption, a sustained breath beam and a chain lightning that jumps from target to target. Each effect is a full cast cycle: an anticipation beat, the release, and an impact on every target it reaches.
Requirements: Unreal Engine 5.8. Only two engine plugins are used, Niagara and Engine Cameras (camera shakes); both are enabled by default. No C++, no input mappings, no project settings needed.
Maps/Demo/L_StylizedSkillFX_Demo_Vol2 and press Play. Keys 1–5 cast each effect at the five dummies (the beam and the chain from you, the area casts on the ground under a dummy); every hit prints Hit <Actor> on screen. WASD + mouse move and look. (Maps/L_StylizedSkillFX_Overview_Vol2 shows every effect on its own station and fires them on a timer.)Blueprints/<Effect>/ (for example Blueprints/NovaBurstIce/BP_FX_Cast_NovaBurstIce) into your level and press Play: a cast bursts where it stands and hits every actor tagged FXTarget in range; the beam and the chain aim at their Target. In Details → 3 · Look untick Use Default Look to recolour it (Main Color, Secondary Color) or change its glow (Glow Intensity); Scale resizes it.BP_FX_DemoCaster_Vol2 in the demo level is a complete, commented example for all three archetypes.| # | Effect | Niagara systems (Niagara/<Effect>/) |
Blueprint to drag (Blueprints/<Effect>/) |
Sequence / showcase map |
|---|---|---|---|---|
| 05 | Ground Erupt · Dark | FXS_GroundEruptDark_Cast, FXS_GroundEruptDark_Impact |
BP_FX_Cast_GroundEruptDark |
LS_GroundEruptDark / L_StylizedSkillFX_Showcase_GroundEruptDark |
| 06 | Beam Breath · Fire | FXS_BeamBreathFire_Beam, FXS_BeamBreathFire_Impact |
BP_FX_Beam_BeamBreathFire |
LS_BeamBreathFire / ..._Showcase_BeamBreathFire |
| 07 | Nova Burst · Ice | FXS_NovaBurstIce_Cast, FXS_NovaBurstIce_Impact |
BP_FX_Cast_NovaBurstIce |
LS_NovaBurstIce / ..._Showcase_NovaBurstIce |
| 08 | Chain Link · Lightning | FXS_ChainLinkLightning_Chain, FXS_ChainLinkLightning_Impact |
BP_FX_Chain_ChainLinkLightning |
LS_ChainLinkLightning / ..._Showcase_ChainLinkLightning |
| 10 | Nova Burst · Wind | FXS_NovaBurstWind_Cast, FXS_NovaBurstWind_Impact |
BP_FX_Cast_NovaBurstWind |
LS_NovaBurstWind / ..._Showcase_NovaBurstWind |
BeamDuration seconds (1.6 s by default) along BeamLength units.The numbers are series numbers: Vol.1 holds 01–04 and 09, Vol.2 fills 05–08 and 10, and every volume installs into the same folder.
New in v1.1: sound (three sounds per effect, played by the systems themselves), Low–Epic quality levels on every system, drag-and-drop Blueprints with colour / size controls and gameplay events (OnCastStarted, OnCastReleased, OnImpact, OnFinished, Cast(), Cancel()), a playable demo level, a START HERE board, full recolour (every coloured layer follows the colours), smoother hand-offs from the anticipation to the release, and a folder layout / naming pass (FXS_, BP_, LS_, L_StylizedSkillFX_*).
New in v1.1.2 (Fab review of Vol.3): the demo key-legend widget is now BP_FX_DemoLegendWidget (every Blueprint class uses BP_); every static mesh stores 2 UV channels (UV 1 = a non-overlapping lightmap layout, Light Map Coordinate Index 1); the listing states the exact texture count (38). Effects, materials and Niagara systems are unchanged.
New in v1.1.1: every Blueprint class uses the BP_ prefix (the camera shakes are now Blueprints/<Effect>/BP_CameraShake_<Effect>; the CameraShakes/ folder is gone); every showcase map loops its effect when you press Play, with an editor-only board naming the Blueprint to drag; all maps re-tested with stress input and random stops (0 errors at load, during Play and after Stop).
Content/StylizedSkillFX/
Blueprints/
Shared/ BP_FX_Cast, BP_FX_Beam, BP_FX_Chain (bases, abstract), BP_FX_Target, BP_FX_ShowcaseGameMode,
BP_FX_DemoCaster_Vol2, BP_FX_DemoLegendWidget
<Effect>/ BP_FX_Cast_<Effect> / BP_FX_Beam_<Effect> / BP_FX_Chain_<Effect> <- drag this into a level
BP_CameraShake_<Effect> (the effect's camera shake)
Maps/ L_StylizedSkillFX_Overview_Vol2 every effect on a labelled station (START HERE board)
Demo/ L_StylizedSkillFX_Demo_Vol2 playable demo (keys 1-5)
L_StylizedSkillFX_Showcase_<Effect> the stage each sequence renders in
Materials/
Masters/ M_StylizedFX_Master / _Ribbon / _Void / _Refract, M_FX_Floor, M_FX_Label
Shared/ MI_FX_* (generic instances, MI_FX_TargetDummy)
Labels/ MI_FX_Label_* (overview floor labels, START HERE board)
<Effect>/ MI_<Effect>_*
Meshes/ SM_FX_Plane, SM_FX_Sphere, SM_FX_Sphere_Low
Niagara/
EffectTypes/ EFT_StylizedSkillFX, EFT_StylizedSkillFX_Sustained (quality levels + culling)
<Effect>/ FXS_<Effect>_Cast (novas, eruption) / _Beam / _Chain, FXS_<Effect>_Impact
Sequences/ LS_<Effect>
Sounds/
Shared/ ATT_FX_Skill (shared attenuation)
<Effect>/ SFX_<Effect>_Charge, _Release, _Impact
Textures/
Shared/ T_* greyscale masks and noises
Labels/ T_Label_*