# In-game feedback for effects in cascade

**URL:** <https://forums.unrealengine.com/t/in-game-feedback-for-effects-in-cascade/291520>\
**Category:** FX\
**Tags:** unreal-engine, editor, UE4, Blueprint, question\
**Created:** [August 20, 2014, 3:17pm UTC](https://forums.unrealengine.com/t/in-game-feedback-for-effects-in-cascade/291520 "2014-08-20T15:17:19Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![\_EPIC\_homeRye](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@\_EPIC\_homeRye](https://forums.unrealengine.com/u/_EPIC_homeRye)\
**Post date:** [August 26, 2014, 12:39pm UTC](https://forums.unrealengine.com/t/in-game-feedback-for-effects-in-cascade/291520/4 "2014-08-26T12:39:29Z")

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Fred, you should also be able to use the different particle specific material expressions to get some of the control you are talking about.

Look at the snow flake materials in the Effects Cave sample to see how to sample speed and modify attributes…the particle specific expressions are crazy powerful.

More on instance Params here…

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