Candle Sword — Stylized Halloween Weapon
A haunted-manor hero sword for your Halloween event, ghost-house boss or seasonal skin. A blade made of a melting wax candle with glowing lava inside and a lit wick at the tip, a brass candelabra guard with two more candles and a skull with fire eyes, a red wrapped grip and a brass pommel with a dripping ember — game-ready, with an animated glow material and a showcase scene you can open and render straight away.
Animated glow, no extra setup — the emissive pulses, the lava inside the wax and the skull’s fire eyes pulse, and warm light drifts along the blade.
One material instance to tweak — Tint, Roughness Scale, Emissive Intensity, Energy Amount and Animation Speed.
Ready-made showcase map — backdrop, mist, sparks, key / fill / rim lights and a portrait camera (1080 × 1920).
Drop-in Blueprint — BP_CandleSword with the mesh and a small glow light. Pivot at the centre of the grip.
Source files included — FBX, 4K PNG textures and a Blender scene.
Triangles: 12,342 (LOD0) · 6,170 · 3,086 · 1,482 — 4 LODs
Size: 114.9 cm long, 25.3 cm wide (scaled to the UE mannequin)
Textures: 4096 × 4096 — Base Color, Normal (DirectX), ORM (AO / Roughness / Metallic), Emissive · 2048 × 2048 energy mask
Materials: 1 master material + 1 material instance (PBR metallic / roughness)
UVs: channel 0 unique, non-overlapping · channel 1 hand-packed lightmap UVs (resolution 128)
Collision: simple (26-DOP) + per-poly complex
Nanite: off (regular LODs) · Rigged / animated: no (static mesh)
Engine: Unreal Engine 5.6 · Tested on: Windows
Unreal Engine 5.6 project — SM_CandleSword, M_CandleSword, MI_CandleSword, BP_CandleSword, textures, L_CandleSword_Showcase and L_CandleSword_Demo maps
FBX — SM_CandleSword.fbx (centimetres, two UV channels)
Textures — PNG, ready for any engine or renderer
Blender — CandleSword.blend with the material already wired to the textures
The showcase map uses a flat (non-filmic) look: the project sets ShowFlag.Tonemapper=0 in DefaultEngine.ini. Remove that line if you prefer Unreal’s default tonemapper — the sword works with either.
Mist and sparks in the showcase map are meshes with animated materials, not Niagara systems.
The Blueprint contains components only (no gameplay logic), so it drops into any weapon system.
The glow uses a Custom (HLSL) node in the master material.
The low-poly is mostly triangles (silhouette-safe decimation).
Ghost Sword, Candy Corn Sword and Scarecrow Sword — built to the same scale and standard.