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Shooter effects

ShooterCore weapon views reference presentation data while the shared VFX module owns reusable Niagara selection and casing configuration. BP_VFXData contains NiagaraSystem, FloatParameters, and VectorParameters. Parameter names must match the selected Niagara systemโ€™s exposed user parameters. Assign a VFX data asset to AC_WeaponView.BaseMuzzleFlash. Keep the MuzzleFlash Niagara component on BP_Shooter_Weapon; let the view fire path trigger it. For casings, configure BP_CasingParticleSettings, then place BP_AnimNotify_SpawnCasing at the ejection frame. Avoid spawning the same effect from both the notify and the weapon Event Graph.

Shared Niagara families

The product adds weapon-specific systems under /Game/KINEMATION/Sci-fi_FPS_Pack/VFX.

Add a muzzle flash

  1. Create or duplicate a project-owned BP_VFXData.
  2. Select a Niagara system, such as NS_MuzzleFlash_Rifle_01.
  3. Add only parameter names exposed by that Niagara system.
  4. Assign the data asset to AC_ProjectWeaponView.BaseMuzzleFlash.
  5. Test the inherited weapon fire path and verify that it emits one effect.
Create a project material instance or VFX data asset for one weaponโ€™s changes. Do not edit shared Niagara materials solely to customize one firearm.