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Lighter and signal flare

Find the pack’s effects in Survival_FPS_Pack/VFX. BP_Lighter has a LighterFlame Niagara component, while BP_Flare has FlareFlame. Keep those components connected to the item’s animation and activation behavior when replacing an effect. Test ignition, held use, and putting the item away. The held flare and thrown flare are separate actors. Check the effect on both BP_Flare and BP_Survival_Flare when changing its appearance. See Tools for activation, throw preparation, and cancellation.

Rifle effects

The rifle view starts the muzzle flash when firing. Casing ejection uses an animation notify so it can follow the bolt action.

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.

EntityPurpose
/Game/KINEMATION/Common/VFX/BP_VFXDataSelects a Niagara system and contains named float and vector parameter overrides.
F_NiagaraFloatParameterOne named scalar override.
F_NiagaraVectorParameterOne named vector override.
F_MuzzleFlashConfigMuzzle-flash selection and configuration.
BP_CasingParticleSettingsCasing effect configuration.
BP_AnimNotify_SpawnCasingSpawns 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.

The shared Niagara systems and materials are in Common/VFX. Use an effect that matches your item, or create a copy for your own changes.

Add a muzzle flash

  1. Create or duplicate a BP_VFXData asset in your own folder.
  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 material instance or VFX data asset for your own changes so other items can keep using the shared effect. See Spawn casing for ejection timing.