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Save development time and costs, make prototype experiences or use 3D models as placeholders in your project. To find models that render predictably in various engines, use the PBR filter next to the search bar.\n","free_to_premium":{"prefix":"Do you need something special? 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Drag, drop, done.\n\n Features \n\n Simulated, never repeating flames\nFlame tongues use seamless 8x8 flipbook loops (wide and narrow sets) generated with a fluid solver and blended in the material, plus one-shot flame puffs that break up the silhouette.\n\n Every layer of a real fire\nCurl-noise embers, lit smoke, refraction heat haze and a soft glow with a dynamic light that lights the ground around the fire.\n\n Wind\nOne Wind vector bends flames, smoke and embers in every system — ready to plug into your weather.\n\n Fire on characters\nCharacter Fire follows an animated skeletal mesh — just attach it to the character.\n\n Fire on any mesh\nBurning Object covers any static mesh in flames — just attach it to the mesh.\n\n Fire on shapes\nCircle, triangle and pentagram systems run fire along a flat shape mesh — add your own for runes, symbols or paths.\n\n Easy to customise\nEvery system shares the same user parameters: rates, sizes and velocities for flames, puffs, embers and smoke, spawn area, glow size, light colour, tint and loop time.\n\n HIGH · MEDIUM · LOW scalability\nOne Effect Type scales spawn counts (100 % / 60 % / 30 %) with distance and instance culling, following the project's Effects Quality.\n\n Burnable material \u0026 scorch decals\nChar colour, glowing ember edges and a burn-away mask for props.\n\n Included Systems \n\n     Campfire · Campfire Windy · Bonfire\n\n     Torch · Brazier · Fireplace · Candle\n\n     Fire Burst\n\n     Ground Fire · Wildfire · Fire Wall\n\n     Magic Fire (recolour with Tint)\n\n    Fire on Shapes: Circle · Triangle · Pentagram\n\n     Character Fire ·  Burning Object\n\n     Master system to build your own\n\n Demo Map\n\nEvery system placed and labelled under a night sky — press Play. Movable lights only, nothing to build.\n\n No C++ · no extra plugins · Niagara only · built and tested in UE 5.0.3\n\nShowcase YouTube: https://youtu.be/WOSoBKkcJys\n FAQ\n\nHow do I set a fire on my own mesh?\nAttach NS_FFX_Burning_Object to your Static Mesh actor or component (or Spawn System Attached in Blueprint) — it samples the mesh it is attached to. Enable Allow CPU Access on the mesh. See Burning_Crate in the demo map.\n\nHow do I set a character on fire?\nSpawn System Attached (NS_FFX_Character_Fire) to the character's Skeletal Mesh component — the fire follows the animation.\n\nCan I change the colour?\nYes — set the Tint and LightColor user parameters, or start from the Magic Fire material instances.\n\nIs it multiplayer ready?\nThe effects are visual only and not replicated. Spawn them on each client.\n\nAre the props and characters included?\nNo. The props, ground textures and characters in the preview media are CC0 assets from Poly Haven and Epic's UE5 mannequins, used only for the screenshots. 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Play Death dissolves the character, Play Appear runs the same effect backwards and builds the character up from nothing - for spawns, respawns, teleports or summons. Hide For Appear keeps a character invisible until it appears.\n\nOne call\n\nAdd the BPC_DFX_Death component to a character, pick a Niagara system and a duration, and call Play Death or Play Appear. The component drives the material through Custom Primitive Data and spawns the matching Niagara system attached to the skeletal mesh. AutoPlay, AutoAppear and DemoLoop options for quick tests.\n\nWorks with your own characters\n\nMF_DFX_Dissolve is a material function: plug your Base Color and Emissive in, connect its outputs (Base Color, Emissive, Opacity Mask, World Position Offset) and set the style parameters in a material instance. Enable CPU Access on the skeletal mesh for Niagara surface sampling. You can also skip the Blueprint and animate the Progress parameter yourself.\n\nCustomisable\n\n20+ parameters: dissolve direction and range, noise amount and scale, noise mode (smooth / grains / voxels), edge width, colour and intensity, char / frost / stone band and glow, flicker, scanline speed, slice jitter, character height.\n\nIncluded\n\n    7 Niagara systems (CPU, skeletal mesh surface sampling)\n\n    1 dissolve material function + example character material\n\n    14 ready-made style material instances (7 styles x 2 mannequin slots)\n\n    3 particle materials + 3 particle material instances (ice shards, smoke, rocks) and 5 textures\n\n    Blueprint component BPC_DFX_Death (Play Death, Play Appear, Hide For Appear) + demo actor\n\n    Overview map (all styles looping) and Death Demo map (death and appear loop)\n\n    UE5 mannequin (Epic Games sample content) in Demo/Mannequin, included only for demonstration\n\nNo C++ and no extra plugins (Niagara only). 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For Free When Buying This Pack!\n- 2) To receive your bonus Join Our Discord\n- 3) Navigate to the \"free-gift\" channel and click the \"Open ticket\" button.\n\n**Setup Video Tutorials**\n- *Animations from marketing images above are not included.\n\n**UPDATE LOG:**\n- Update 1.5 Now live!\n- Added a new formula for decal stretching featuring improved alpha blending. \n- Now utilizes DBuffer decals for more accurate PBR Blending and projection at complex angles.\n- Update 1.4 Now live!\n- Added decal artifact angle fade to reduce stretching artifacts.\n- Converted \"NS_SphericalDecalSplatter\" \u0026 \"NS_SpehericalDecalSplatter_Extreme\" To Decal Based.\n- Update 1.3 Now live!\n- Blood now Reacts to light setting (LIT) more accurately\n- Now Able to exclude skeletal meshes by disabling bReceivesDecals\n- Material now uses deferred decal which supports PBR rendering\n- Update 1.2 Now live!\n- New Blood Splatters for more immersive blood effects. Splats perfectly onto an uneven surface without utilizing any decal components. These effects are designed to be simplified and easily customizable for your convenience.\n- New Blood Dripping demo showcases the combination of various elements, such as dripping, decal puddles, and splashes.\n- Improve realistic shading, and it now reacts to changes in lighting conditions\n- New Playable shooter demo (Gun not included get the asset featured in our demo here)\n- Update 1.1 Now live!\n- Added new BP for easy blood accumulation while moving\n- Niagara Blood VFX\n- Whether you're working on a video game, film, or other interactive media. With Niagara Blood VFX, you can add realistic blood splatters, drips, sprays, more to your scenes, creating a visceral and immersive experience for your audience. 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Reuse the same fire type for smoldering ruins, active fires, or full infernos.\n- Wide variety of fire types included\n- Includes large scale ground fires and wildfires, campfires, torches, torch clusters, fire braziers, fireplaces, candles, and fire bursts including character engulf effects.\n- Magical fire variants with full color control\n- Includes magical torch fire with adjustable color and scale plus preset magical variants such as green wildfire, arcane flame, and shadow style flames for fantasy and RPG projects.\n- Texture based fire spawning for symbols and shapes\n- Drive ground fires using any 2D texture or alpha map. 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To test it immediately, simply open the project and press Play on the configured demo map.\n\nCharacter Logic Setup: To integrate the teleportation system into your own custom character, you MUST first manually create two variables inside your Character Blueprint:\n\nCanTeleport (Type: Boolean, set Default Value to True)\n\nTeleportCooldown (Type: Float, set Default Value to 1.0 or 2.0)\nOnce created, you can easily copy and paste the provided demo interaction logic from our character into yours.\n\nHow to Setup and Activate Portals (Step-by-Step):\n\nDrag and drop the portal Blueprint into your level. 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Create everything from general fire smoke to pretty much anything: clouds, smoke machines, gun exhaust effects or anything else that you can think of!\n- Spline-based smoke plumes: Utilize spline-based systems to effortlessly create and control dynamic smoke plumes that react realistically to in-game events and environmental factors.\n- Smoke effects: Enhance the visual impact of your projects with a variety of smoke effects, from subtle wisps to billowing clouds.\n- Car exhaust effects: Bring vehicular action to life with realistic and customizable exhaust effects, perfect for adding authenticity to your in-game vehicles.\n- And much more: Explore a wealth of additional VFX elements, such as particle systems, lighting effects, and atmospheric enhancements to elevate the visual quality of your projects.\n- With the Smoke and Fog VFX Pack, you can easily integrate these effects into your Unreal Engine creations, whether you're developing games, simulations, or visualizations. 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Make a new colour by changing three colour parameters in a material instance; 15+ parameters control the ring (radius, width, wobble), the swirl (twist, speed, arms, noise), the core, the inflowing stars, the flares and the rays.\n\nIncluded\n\n    11 Blueprints (base portal + 10 colour presets)\n\n    3 master materials (portal face, light rays + star trail, sparks) + 30 material instances\n\n    11 Niagara systems (sparks: base + one per colour, CPU)\n\n    2 meshes (portal face, ray fan + trail)\n\n    Demo map with all ten portals and cameras for each one\n\nNo C++ and no extra plugins (Niagara only).\n\nFAQ\n\nDoes it teleport the player? No, the portals are visual. Put a trigger volume in front of the portal and teleport the player from its overlap event.\n\nCan I change the size? Yes, scale the actor. The portal centre sits 170 cm above the actor origin.\n\nCan I make my own colour? 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The largest of the three is Horseshoe Falls, also known as Canadian Falls, which straddles the international border of the two countries.[1] The smaller American Falls and Bridal Veil Falls lie within the United States. 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Drop BP_GK_GlassPane into your level, set the size, press Play.\n\n UE 5.0 – 5.8    100 % Blueprint, no C++    Multiplayer    Save / Load    Bake to Static Mesh\n\nShoot it, throw a ball through it, blow it up or sprint through a glass door. Balls and projectiles break the pane just before contact and fly on through, losing about 20 % of their speed. The pieces in their path fly with them. The rest of the pane hangs in the frame for a moment, then drops and leaves jagged teeth in the frame. No third-party plugins: only the engine's Procedural Mesh Component and Niagara.\n Breaks like real glass\n\n Real pass-through: physics bodies and Projectile Movement projectiles keep about 80 % of their speed through any standard pane. Your own projectiles can use BreakFromProjectile.\n\nFirst bullet shatters it: a hole and radial wedges across the sheet. 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Characters can run through panes.\n\n Performance first: breaking is time-sliced (one per-frame budget shared by all panes), pieces come from a pool, settled pieces stop simulating, 4 quality presets follow Effects scalability. No hitch on the first break.\n\n Multiplayer: server-authoritative replicated event log. Every client builds identical pieces, late joiners get the same state.\n\n Save / load of all glass in a level (function library + SaveGame).\n\n Bake to Static Mesh (editor action): turn a cracked or broken look into a static mesh for background windows.\n\n Events: OnCracked, OnShattered, OnFrameHit, for alarms, scoring and triggers.\n What's included\n\n    BP_GK_GlassPane, BP_GK_GlassManager, save library, bake action\n\n    8 fracture pattern data assets, 4 quality preset data assets\n\n    9 master materials and 34 material instances; 9 textures (512–1024, own work)\n\n    12 static meshes (3 frame profiles, 4 tiny shard meshes, bake template, 4 demo meshes)\n\n    1 Niagara system (CPU), 1 physical material\n\n    Demo map with 12 labelled stations and a glass door\n\n    README and full documentation (all settings, events, FAQ)\n\n Demo map\n\nOpen /Game/GlassKit/Maps/L_GK_Demo and press Play. You start at sunset in front of a 6 x 12 m glass greenhouse (71 separate panes). 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An office lobby is split by an 8 x 4 m glass wall: fight a bot through it, the first bullet shatters a pane and flies on.\n Not included\n\nCharacters, weapons and environment props in the previews and in the playable demo (UE template mannequins, a CC0 rifle, CC0 Poly Haven props and textures) are demo-only and are not part of the pack. 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