techarthub - Flashbang VFX

Hi, I’m Nick! Thanks for your interest in Flashbang VFX!

Overview video | Playable demo | Documentation

Flashbang VFX is post process material-based system that produces the first-person audiovisual impact of a stun grenade detonation. The intensity of the effect is calculated based on line-of-sight, distance, and view angle from the explosion. It’s controlled via a series of float curves (distance, angle, afterimage intensity etc.) which makes it very easy to balance the effect to suit your project.

If you have any questions or would like to request changes/updates, please reach out. If something doesn’t seem right to you, you’re likely not the only one!

Email: support@techarthub.com
Discord: techarthub

This project was generously supported by my Patrons at techarthub | game development guides & tutorials | Patreon

Update history:

  • 1.2 (2024-10-24) Moved aberration/blur effects to the scene capture for better performance

  • 1.1 (2022-04-05) Replication added

  • 1.01 (2022-03-13) Small fixes

  • 1.0 (2022-03-11) Initial 4.26-4.27 release

Marketplace Questions

This is an archive of the Questions section that used to exist on the old Unreal Marketplace. If you have any other questions or comments please leave them below!

works with vr? from LowTempGlobs on 13/06/24
what parts of this dont work with VR and would need to be changed?

The entire system should work in VR with one important exception. The burned-in afterimage effect is not stereoscopic, so it will look more like an image plane stuck to your face rather than ‘true’ double vision.


The camera is dark. from Saberml on 31/05/24
Hello,I bought your asset and migrated to my project,but the camera is dark when it explosion.
I really doesn’t know what happend?
Perhaps SM5 is work,SM6 is not work.
I want to use SM6.
Please help!

Not to worry, there is an easy fix to this one. The culprit is a node called “Abberated Blur” in the post process material for the effect. This node doesn’t seem to play well with SM6, but that’s okay - if you swap it out for a SpiralBlur - Texture node it should work and look just as good.

I am hoping to phase out the use of Abberated Blur in the next update.

Edit: This has since been done and the project no longer relies on shader-level blurring.


Flash not working on migration from vicious_vic1 on 13/07/23
Hello, I created the project and everything works perfectly. I then migrated the parent folder onto my existing project, however the flash doesnt work. It’s as if im not staring at it directly and does play flash effect but only as if its next to me and not being directly looked at. What should I check to get it to work? Also, the ringing sound doesnt play on the migrated project.

Very happy with it so far. Thanks!

This is a bit tricky to troubleshoot because it’s hard to account for what might be going on in your project.

If the Flashbang is detonating but you don’t see or hear the effects it might be because the trace it uses to detect line of sight/proximity is failing to hit your character. I would start my investigation there.

Good luck!


Integration by WARMANA on 13/03/22
Possible over Blueprint to manage how blind will a character be if he has specific glass on?
smoke will also be nice and a grenade pack vfx :wink:

Absolutely. When the flash grenade explodes it sends distance/angle information to the player character to calculate the effect’s intensity. It would be easy to add additional per-character modifiers at that point, and afterwards it would process the effect normally.


What about a Smoke Grenade VFX? by VD-T3chArt on 12/03/22
This Asset looks very interesting to me, and I would surely buy the same kind of system for a Smoke Grenade VFX if you ever release one.

Thank you! Smoke Grenade VFX is definitely something I’m looking into.