Insodimension - Agentic FeedbackFX ( ScreenFX, HitStop, Impact Frames, Haptics, Shakes ) | C++

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)