Muzzle flashes and ejected casings make each weapon action visible. Sci-Fi FPS Pack uses Niagara effects triggered by weapon views and animation notifies.
A weapon action decides when an effect appears. The weapon view starts the muzzle flash when a shot fires; a notify can eject a casing at a particular animation frame. The effect assets describe what to spawn and how it should look.
Assign the effect data to AC_WeaponView.BaseMuzzleFlash. The weapon view applies it to BP_Shooter_Weapon's MuzzleFlash Niagara component when firing.
Configuring the effect
Shared VFX data selects a Niagara system and sets its exposed parameters. This lets several weapons reuse the same effect with different values.
| Entity | Purpose |
|---|---|
/Game/KINEMATION/Common/VFX/BP_VFXData | Selects a Niagara system and supplies named float and vector parameter overrides. |
F_NiagaraFloatParameter | One named scalar override. |
F_NiagaraVectorParameter | One named vector override. |
F_MuzzleFlashConfig | Muzzle-flash selection and configuration. |
BP_CasingParticleSettings | Casing effect configuration. |
BP_AnimNotify_SpawnCasing | Spawns a casing on an authored animation frame. |
BP_VFXData contains NiagaraSystem, FloatParameters, and VectorParameters. Parameter names must match the selected Niagara system's exposed user parameters.
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
/Game/KINEMATION/Sci-fi_FPS_Pack/VFX.
Add a muzzle flash
- Create or duplicate a project-owned
BP_VFXData. - Select a Niagara system, such as
NS_MuzzleFlash_Rifle_01. - Add only parameter names exposed by that Niagara system.
- Assign the data asset to
AC_ProjectWeaponView.BaseMuzzleFlash. - Test the inherited weapon fire path and verify that it emits one effect.