Fire a tag. Feel the hit.
Camera shake. Hit stop. Vignette. Screen flash. Audio. Haptics. Fire a GameplayTag with context, and all subscribed effects execute in proportion. Light hit = subtle feedback. Heavy hit = screen-rattling chaos. Burning? Fire vignette. Frozen? Ice screen effect.
Note: Includes 1 sample post-process material. This plugin is the system - pair it with your own materials or asset packs for the full effect (more below)
C++ Native | Full GAS | Multiplayer-Safe | Data Asset Config
```cpp
Feedback->TriggerFeedbackEventSimple(
FGameplayTag::RequestGameplayTag("Agentic.Event.FeedbackFx.Dust"),
0.8f // Magnitude - everything scales from this
);
```
Learn More: insodimension.com/products/feedbackfx
Join Discord: discord.gg/BaAW7s8fhQ
Modular Event-Driven Architecture
Create custom events. Create custom triggers. Everything lives in one Data Asset config - not scattered across your codebase.
- Custom Events - Subclass `UAgenticFeedbackFXEvent` for new screen effects
- Custom Triggers - Subclass `UAgenticFeedbackFXTrigger` for new automation
The 6 events and 2 triggers are starting points. Extend the system without touching existing code.
The 6 Built-In Event Types
- Camera Shake - Magnitude-scaled shakes with curve support and coordinate space options
- Hit Stop - Time dilation with 6 recovery curves, multiplayer ready
- Post Process (Temp) - Blood splatter, screen flash, damage vignette with auto-fade. Pass custom params to materials.
- Post Process (Persistent) - Low health vignette, status effects that stay until removed
- Impact Frame - Screen flash or Niagara VFX at impact location. Pass custom params to Niagara systems.
- Audio - 2D/3D sounds with magnitude-scaled volume and pitch variation
- Haptics - Controller rumble with large/small motor control and force feedback support
Automatic GAS Triggers
Two trigger types built-in:
- Attribute Threshold - Health drops below 25%? Vignette appears. Recovers above 30%? Fades. Hysteresis prevents flickering.
- Status Effect - Got a Burning tag? Fire screen effect. Rooted? Dust vignette. Tag removed? Effect clears automatically.
Zero code in your damage or status systems. Configure in Data Assets.
What You Get
- 6 event types ready to use (Shake, HitStop, PostProcess x2, ImpactFrame, Audio, Haptics)
- 6 hit stop curve presets (Sharp, Smooth, EaseOut, Bounce, DelayedSnap, Custom)
- 6 post-process curve presets (SharpImpact, BloodSplatter, ScreenFlash, SmoothPulse, LingeringEffect, Custom)
- 2 trigger types (Attribute Threshold, Status Effect)
- Example config Data Asset
- 1 post-process material included (from Damage Screen Collection)
- Full documentation with Quick Start guide
Want More Post-Process Materials?
We include 1 dust sample material to get you started. For a full library of screen damage effects, blood splatters, and hit flashes, check out Damage Screen Collection on FAB - the pack this sample material comes from.
Requirements
- Unreal Engine: 5.5+
- Gameplay Abilities: Required (for attribute triggers)
- Niagara: Required (for Impact Frame VFX)