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

