SpanZeto's Dev Tools - Game Juice Pro

Description

Game Juice Pro is a feedback and game feel plugin that adds impactful, satisfying effects to any Unreal Engine project.

Apply camera shakes, scale punches, screen fades, rim glows, ghost trails, and 25+ more effects using a single Blueprint node, with

no code required.

Designed for solo developers and teams who want polished, professional game feel, fast.

Game Juice Pro is a living product.
New presets and improvements will be added over time, and the price will increase as the feature set expands. Early adopters benefit from the lowest entry price.

Demo | Video | Documentation

Key features

One Node, Full Control – The "Play Juice" Blueprint node handles everything: pick a preset, wire a target, done

28 Feedback Types – Scale, Bounce, Squash & Stretch, Camera Shake, Camera Zoom, Rim Glow, Material Flash, Ghost Trail, Particles,

Sound, and many more

Preset Data Assets – Bundle multiple feedbacks into reusable presets. Drag, drop, and share across your project

Session ID Control – The Play Juice node returns a Session ID you can store and use later to stop that specific preset

Dynamic Blueprint Node – Pins appear automatically based on your preset content (e.g. LookAt Target)

Post-Process Effects – Bloom, Chromatic Aberration, Color Grading, Depth of Field, Screen Fade

Multiplayer Ready – Server Multicast, Server Authoritative, Owner Only, and Skip Owner replication modes with per-feedback control

Advanced Timing – Delays, cooldowns, repeats, play count limits, sequential or simultaneous execution per preset

Auto-Configuration – Automatically finds mesh components, creates dynamic materials, and resolves targets

Technical overview

Session-based architecture with independent feedback cloning per execution

Curve-driven interpolation with spring physics for natural animations

Parallel preset execution with no cross-session interference

Per-feedback replication toggle and network relevancy filtering

Intensity and range systems with distance-based falloff curves

Cooldown, repeat, and play-count tracking per feedback instance

Timer-based sequential scheduling with completion detection

Thread-safe cleanup on component destruction and actor teardown

EDIT: User error I think haha. I haven’t tried to put the component on the actor. I for some reason it was optional or only necessary if you wanted to do advanced features. Going to try it again.

Was stoked to try this but after installing it and activating the plugin I cant seem to make it trigger. I’ve done breakpoints and I see that it is firing but the node doesn’t do anything? I don’t even see the debug popups like in your demo video. The effects I applied are default too. Would love to know if I’m missing something but I feel like I’ve followed the documentation correctly