100 customizable muzzle flashes for pistol, machine gun, shot gun, rocket launcher, submachine gun etc.
This Unreal Engine pack contains 100 muzzle flash effects, which can be used for weapons like: pistol, rifle, machine gun, submachine gun, shotgun, rocket launcher, sniper etc. Some of the muzzle flashes can also be used with Sci-Fi weapons, as long as the weapons have a realistic design and mechanics (projectile based). In the above videos, you can see all 100 Muzzle Flashes. The particles are created with Niagara and anyone will be able to easily customize every muzzle flash by changing more than 10 user exposed parameters like: color, color intensity, heat distortion, scale (not just the entire scale but the scale of every component of the muzzle flash) etc. The muzzles can also be customized simply by copy pasting the emitters from one system to another (for example, if you like the smoke of a particular muzzle flash, you can copy the smoke emitter and paste it to another muzzle flash and you can do that with any emitters)
Features: (Please include a full, comprehensive list of the features of the product)
Type of Emitters: CPU
Number of Unique Effects: 100 muzzle flash effects
Number of Materials: 4 Materials and 100 Material Instances
Number of Textures: 58 Textures
Number of Blueprints: For example purposes, in the demo map of this pack, it is used a modified version of the First Person example blueprint. The modified version allows automatic fire (press and hold left mouse button)
Supported Development Platforms:
Mac: Not tested but it should work just fine
Documentation: In the demo map, use the keys "2" and "1" to change the particles of the gun at runtime, so using these 2 keys you can watch and test all the effects. In the top left corner of the screen, you can see the current muzzle flash name.
Important/Additional Notes: The muzzle flashes are set to loop infinitely and by adjusting the User Parameter "Delay", you can change the loop period. If you don't want the effects to loop, all you have to do is to change in every emitter: Emitter State -> Loop Behavior -> Once (at the moment is set to Infinite)