Quick Start Video : https://www.youtube.com/watch?v=RNDMgGyxuB4
Modular Boss Telegraph shows the player exactly where and when your boss is about to hit. Add one Anim Notify State to an attack montage, pick a bone and a shape, and press Play: the telegraph fills with the animation, turns critical, flashes on the strike and fades out. No component, no character class and no code. Three original looks are included as presets you can duplicate and edit.
Features
Add the Boss Telegraph notify over the wind-up of any attack montage and drag its end to the moment the attack lands. That is the whole setup. The telegraph also shows in the montage editor preview while you edit.
Works on any Skeletal Mesh and any character. Nothing to add to your boss, no base class to inherit.
Five shapes: circle, donut, cone, line and arc, sized in centimeters.
Ground telegraphs are placed on the floor below the bone and tilt with slopes. They can follow the boss, stay where they started, or follow and then lock in place so the player can react.
Attached telegraphs stick to a hand, weapon or any socket: a charge-up glow that faces the camera, a ring that stays level, or a shape that follows the bone.
Timed by the animation itself: play rate, time dilation, pauses and section jumps stay in sync. If the attack is interrupted or the boss is destroyed, the telegraph fades away without the strike flash.
Several bosses can play the same montage at once, and one attack can show several telegraphs, for example a glow on the hand and a cone on the floor.
Three original looks: Cinematic, Arcane and Minimal. They stay readable in any lighting, from bright daylight to dark caves.
Customize without C++: presets control colors, edges, pattern, pulse, fades and materials. Per-attack overrides change one value with a checkbox. Use your own material through documented parameters, or add a Niagara effect.
Optional Blueprint nodes for telegraphs without animations: Show, Move, Set Progress, Strike and Cancel, plus one-node shape helpers. Optional events (Started, Critical, Struck, Interrupted, Finished) for sounds, camera shake or UI.
Lightweight: no tick while nothing is shown, pooled components, and material values written only when they change.
Full C++ source and a clear Blueprint API. Works in Blueprint-only and C++ projects.
Demo level with three demo bosses included.
Note: the telegraph is a visual warning only. It does not apply damage or replace your hit detection. In multiplayer, each machine that plays the animation draws its own telegraph; dedicated servers create none. There is no replication code.
Support
To contact me for support or with any question about the product, email me here:
■■■.mustafa96@gmail.com
I reply to support emails as soon as possible, usually within two business days.
Documentation
The documentation is included in the plugin's Docs folder. Start with 1_QuickStart.txt, then 2_PlacementAndTiming.txt for ground and attached telegraphs, 3_Customization.txt for presets and your own materials, 4_BlueprintAndCode.txt for the Blueprint nodes and the C++, and 5_Performance.txt for measured costs.
Technical Details
Engine: Unreal Engine 5.6
Platform: Windows (Win64)
Module: ModularBossTelegraph (Runtime), full C++ source
Dependencies: engine modules and the engine's Niagara plugin (enabled by default in every project). No third-party plugins, GAS or Enhanced Input required.
Install: Install to Engine from your Fab library, then enable it in Edit > Plugins.