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SpeedFX turns any running character into a speedster. Add one component, call Start Sprint and the character gets ribbon trails on its hands, feet and body, a glowing overlay that follows its animation, particles streaming off the body and a chain of afterimages left behind. Call Stop Sprint and everything fades out.
Six styles
Lightning - jagged orange bolts trail behind, arcs re-strike over the body, sparks fly off.
Phantom - violet smoky trails, a dark aura streaming off the back and a long chain of ghost copies.
Blaze - fire ribbons, flames licking backwards over the body, embers and heat.
Frost - crisp icy light trails, a frost rim and cracked-ice glow, falling ice crystals.
Gale - bundles of wind streaks, wind lines wrapping the body, dust and gusts.
Neon - two-tone cyber light bands, scan lines, glitching segments, pixel particles and RGB ghosts.
One call
Add a preset component (BPC_SPD_Lightning, BPC_SPD_Blaze, ...) to a character and call Start Sprint, Stop Sprint or Toggle Sprint - from a sprint key, a dash ability or a power-up. Set a Duration and the sprint stops by itself. Fade in / out, glow thickness and intensity, the six trail sockets, trail width / life / noise, body particle colours, rates and sizes, and the afterimage count, interval and life are all settings on the component.
Works with your own characters
Nothing to change in your character's materials: the glow is a second mesh that follows the pose (Master Pose Component), the afterimages are a pool of poseable meshes that copy the pose, and the trails are Niagara ribbons attached to sockets. Timing goes through Custom Primitive Data, so any number of characters share one material instance. Enable Allow CPU Access on the skeletal mesh for the body particles.
Customisable
Three master materials - trail (6 modes), body glow (6 modes) and afterimage (soft / glitch) - with one instance per style and 20+ parameters: three colours, brightness, noise scale, speed, core width, head and tail fade, taper, fresnel, fill, dissolve, scan lines. A template trail system (NS_SPD_Trail_Base) and a child Blueprint are all you need for a new style.
Included
13 Niagara systems (6 ribbon trails, 6 body particle systems, 1 template trail; CPU)
3 master materials + 18 style material instances
3 particle materials + 7 particle material instances, particle textures
Blueprint component BPC_SPD_Sprint + 6 ready presets
Demo map: six mannequins sprint around a track, one style each, with side / front / rear cameras per style
UE5 mannequin and run animation (Epic Games sample content) in Demo/Mannequin, included only for demonstration
No C++ and no extra plugins (Niagara only).
REVIEWS & COMMENTS
accuracy, and usability.
