JOSHAHN - Fluid Bake Lab

Paint and tune 2D fluid effects inside Unreal, then save assets for playback in your game.

Start with a rising Smoke plume, an expanding Ink bloom or a Magic ring, paint sources in the preview, and adjust emission, flow, spin, noise and fade with immediate feedback. Choose an output name and folder, then use BAKE + SAVE.

Outputs include density and velocity atlases, a playback material, a Niagara effect, metadata and an editable recipe. Export PNG atlases or frame sequences and create a FlowMap material. A native viewer lets you compare three saved examples and change opacity and playback speed.

Included features

  • Three editable starter presets with distinct source shapes and motion. Smoke forms a rising plume, Ink expands into a bloom, and Magic forms an open ring.

  • Live fluid preview with painted sources and controls for emission, flow force, spin, turbulence and fade.

  • Baking to density and velocity atlases, a playback material, a Niagara System, metadata and an editable recipe.

  • Placement of the generated Niagara effect in the current level.

  • PNG atlas and frame-sequence export with JSON metadata.

  • FlowMap material creation using the saved velocity texture and a selected target texture.

  • A workbench map, a saved-effects showcase and English setup and usage guides.

Technical details

  • Format: Unreal Engine Blueprint content project

  • Supported engine versions: UE 5.5 and UE 5.8

  • Verified builds: UE 5.5.4 and UE 5.8.4

  • Verified platform and renderer: Windows, DirectX 12

  • Simulation: Two-dimensional grid fluid simulation in the editor

  • Runtime output: Baked texture animation through Niagara sprites or materials

  • Network replication: No replication implementation included

  • Documentation and interface: English

The included configuration enables Niagara, Editor Scripting Utilities, Blueprint File Utilities, JSON Blueprint Utilities and the editor-only Python Script Plugin. The delivered project uses stock Unreal Engine plugins.

The supplied effects play saved texture animations. General 3D fluid collision, terrain adhesion and multiplayer synchronization require additional development. Loop blending smooths the capture boundary. The included setup and verification cover the two engine versions and Windows renderer listed above.

Installation and support

When reporting an issue, include engine version, OS/GPU/RHI, reproduction steps, expected and actual results, output location and logs/screenshots.