UE5.5-5.8Divine Magic FX is a complete holy / light magic library for Unreal Engine: 160 Niagara systems built for games — from a quick hand cast to a screen-filling ultimate. Golden halos, angel wings, rune circles, pillars of light, falling feathers, shattering shields, homing light arrows and violet arcane variants.
Every effect is made to be dropped into a game as it is: one-shots clean themselves up, loops fade out softly when deactivated, and every system shares the same five User Parameters — so you can recolour, dim, aim and tune any of them the same way.
What's inside
| Category | Count | Examples ||---|---|---|| Cast | 45 | casting circles and hand casts — Aurora Veil, Constellation, Divine Ritual, Doves of Light, Channel Loop; 20 pre-coloured violet variants || Spell | 19 | Holy Lance, Sword Rain, Divine Meteor, Cross of Judgement, Hammer of Light, Feather Storm, Light Geyser, Starfall || Divine | 11 | Judgement, Holy Nova, Light Tornado, Celestial Storm, Sacred Rain, Solar Flare, Angelic Descent || Ultimate | 4 | Archangel, Heaven's Gate, Divine Storm, Ascension || Aura / Buff / Status | 15 | Angel Wings, Halo, Invulnerable, Regeneration, Righteous Fury, Holy Weapon, Stun, Blind, Judgement Mark || Projectile | 13 | 6 projectiles (Holy Bolt, Divine Arrow, Light Orb, Sacred Missile, Holy Spear, Angelic Shot) + their 6 impacts + muzzle flash || Portal / Movement | 8 | Heaven Rift, Light Portal, Teleport In/Out, Summon Guardian, Dash, Leap Slam || Event | 7 | Level Up, Pickup, Checkpoint, Loot Beam, Quest Marker, Death Banish / Disintegrate || Heal | 6 | Holy Light, Lotus, Rejuvenation, Resurrection, Swirl, Consecration || Zone | 6 | Healing Ground, Light Wall, Rune Trap, Sanctuary, Totem || Hit | 6 | Critical, Divine Smash, Holy, Holy Impact, Light, Shockwave || Melee | 5 | Combo, Ground Rupture, Shield Bash, Whirlwind, Holy Blade trail || Ambient | 5 | Brazier, Shrine Idle, Temple Motes, Wall Runes, Window Rays || Chain / Beam | 7 | Chain Lightning, Chain Heal, Beam Heal, Spirit Link, Channel Beam, Divine Beam, Pillars || Shield | 3 | Divine Protection (loop), Shield Hit, Shield Break |
Features
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160 Niagara systems, CPU simulation, no C++ and no plugins beyond Niagara.
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One set of User Parameters on every system
- DMX_Tint — recolour any effect (Demo_Colors shows five presets side by side)
- DMX_Intensity — brightness
- DMX_Lights — switch the effect's dynamic lights off
- DMX_Shake — switch its camera shake off
- DMX_Target — aim beams, chains and links at any world position
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Ready-made Blueprints
- 6 projectile actors (BP_Proj_*): spawn at the hand and they fly, hit, play their own impact and clean up; optional homing via an exposed HomingTarget pin; a base class to make your own
- BP_DMX_ChainLightning — chains a hop effect through any list of targets
- BP_DMX_Beam — holds a beam on a moving target, Stop Beam fades it out
- BFL_DMX — SpawnDMXEffect / SpawnDMXEffectAttached: one node with tint, intensity and scale
- AN_DMX_PlayFX — anim notify that plays any effect on a socket with tint and offsets
- BP_DMX_CasterExample — cast + homing shot + beam in one small, readable graph
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Scalability built in: effect types with distance and instance culling; spawn counts follow Effects Quality (Low ½, Medium ¾, High+ full); Low drops decorative layers and most lights; effect lights cast shadows only at High+.
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Dynamic lights and camera shake on the big effects, both switchable per instance.
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Clean behaviour in a game: one-shots complete and auto-destroy; loops fade out over ~0.5 s on Deactivate.
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Consistent pivots: casts and spells at the caster's feet facing +X; head effects (stun, blind, halo, quest marker) at the head socket.
Demo maps (15)
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Demo_Gallery — start here: an in-game menu of all 160 effects by category; click to play, Prev / Next / Repeat, orbit and zoom the camera.
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Demo_HowToUse — casters that cast, fire homing projectiles and aim beams; chain lightning through four targets; a beam following a walking target.
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Demo_Casts, Demo_Projectiles, Demo_Aim, Demo_Colors — every cast, every shot, aimed beams and chains, tint presets.
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9 showcase maps — Casts, Spells, Divine, Magic, Combat, Projectiles, Auras, Events, Ambient.
Documentation
A PDF user guide is included (DivineMagicFX_Guide.pdf): quick start, naming, user parameters, aiming, projectiles, every ready-made Blueprint, performance numbers.
Support
E-mail: lyshik90@mail.ru · Telegram: @Liiv3d
Technical details
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Engine versions: Unreal Engine 5.5 – 5.8 (tested in 5.5.4 and 5.8.1)
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Niagara systems: 160
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Materials: 25 master materials, 622 material instances
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Textures: 65 (masks, glows, runes, sigils, feathers)
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Static meshes: 40 (shards, rocks, wings, rings, crystals, feathers)
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Blueprints: 16 + 2 widget Blueprints (gallery UI)
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Maps: 15 demo / showcase maps
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Code: Blueprint only, no C++
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Simulation: CPU particles
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Performance (UE 5.5, 1920×1080, a whole showcase map with every effect playing at once): 3.7–8 ms per frame at Epic, 3.4–5.2 ms at Low; GPU 1.5–2.5 ms
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Mobile: checked in the mobile renderer preview (ES3.1): effects render correctly, ground lighting is weaker; for phones use Low effects quality and DMX_Lights = 0 and profile on target devices
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Platforms: Windows (developed and tested); content is platform-agnostic Niagar