Overview
| Feature | Description |
|---|---|
| Projectile Preview | Visualize Linear, Arc, and Ballistic trajectories in-editor |
| Rapid Fire Testing | Test burst and automatic fire patterns with real-time feedback |
| Preset System | Save and load complete effect setups |
| Anim Notify Export | Export timing directly to Animation Notifies |
| Sound Preview | Hear audio in sync with VFX and animations |
| Camera Shake Track | Preview camera shakes standalone or attached to VFX/Projectile tracks |
| 3D Transform Gizmo | Drag VFX spawn points, mesh prop offsets, and the main character directly in the viewport |
| Multi-Animation Sequence & Montage | Chain up to 5 animation sequences, or preview an Animation Montage directly |
| Additional Mesh Slots | Attach up to 4 additional skeletal mesh props, each with its own socket and animation |
| Main Actor Transform | Reposition and rotate the preview character from the SparkFX panel, synced to a viewport gizmo |
| Outliner Selection Sync | Selecting a SparkFX gizmo in the Outliner selects the matching row in the panel, and vice versa |
Who Is This For?
| Role | Use Case |
|---|---|
| VFX Artists | Author character, weapon, and environmental effects |
| Technical Artists | Support VFX workflows and pipelines |
| Animators | Validate visual timing and presentation |
| Designers | Review effect timing without Play Mode |
Quick Start Guide
Get up and running with SparkFXPreviewer in minutes.
1. Open the Tool
2. Set Up Your Scene
Method 1 — Place Mesh in Level: place a Skeletal Mesh Actor in your level, click Refresh in SparkFXPreviewer to detect it, then select the mesh from the dropdown.
Method 2 — Search Project Assets: click "Search project assets" to reveal a Browse Skeletal Mesh button, then search all skeletal meshes in your project (e.g. type "manny" to find character meshes).
3. Select an Animation
Choose an animation from the Animation dropdown — the timeline updates to show its length. Animation Montages are supported the same way; drag and drop a montage into the animation slot.
4. Add Your First Track
- VFX TrackNiagara effects
- Sound TrackAudio cues
- Projectile TrackProjectile trajectories
- Camera Shake TrackCamera effects
5. Preview
Press Play to preview with animation, use the timeline scrubber to adjust timing, and enable Loop for continuous playback.
Adding a VFX Track
- 1Click Add VFX Track
- 2Assign a Niagara System from your project
- 3Set the Trigger Time on the timeline
- 4(Optional) Attach to a Bone for skeletal attachment
- 5(Optional) Add Sound — drop an audio file to play synchronized with the VFX
- 6Press Play or Spacebar to play the sound and the VFX
Quick Reference
- Open toolTools → SparkFX → SparkFX Previewer
- Play/PausePlay button or Space
- Stop & resetStop button or Escape
- Step backward / forward← / →
- Jump to start / endHome / End
- Adjust timingDrag timeline scrubber
- Loop playbackEnable Loop checkbox
- Add trackClick Add [Type] Track
- Rename trackDouble-click track name; Enter commits, Escape cancels
- Remove trackClick ✕ on the track
- Save setupClick Save Preset
- Export notifiesClick Export as Anim Notifies
Installation Guide
✅ Recommended: Install via Fab Marketplace
- 1Open the Fab Marketplace in Unreal Engine
- 2Search for "SparkFXPreviewer"
- 3Click Install to add it directly to your engine
- 4Restart Unreal Engine if prompted
- 5Access via Tools → SparkFX → SparkFX Previewer
Alternative: Binary Installation
If you want to test without Fab, download the binary package for your Unreal Engine version:
SparkFXPreviewer_v2.0.2_UE5.6_Binary.zip
SparkFXPreviewer_v2.0.2_UE5.7_Binary.zip
Extract the downloaded file to a temporary location, then Run Installer: open the extracted folder, run Install.bat, drag your .uproject file onto the installer window, and press Enter when prompted. The installer copies SparkFXPreviewer into your project's Plugins/ folder.
Launch: open your project in Unreal Editor — the plugin loads automatically, no compilation required. Access via Tools → SparkFX → SparkFX Previewer.
Manual Installation
- 1Copy the SparkFXPreviewer folder to YourProject/Plugins/SparkFXPreviewer/
- 2Open your project in Unreal Editor
- 3The plugin will load automatically
Verifying Installation
- 1Open Unreal Editor
- 2Navigate to Tools → SparkFX → SparkFX Previewer
- 3The SparkFXPreviewer window should open
If the menu item doesn't appear, check Edit → Plugins to ensure the plugin is enabled, then restart the editor after enabling.
Core Features
VFX Track System
Preview Niagara effects directly in the editor viewport with full control over timing and attachment.
- Niagara System SupportPreview any Niagara system from your project
- Skeletal AttachmentAttach effects to specific bones
- Timeline ControlPrecise timing adjustment
- One-Shot & LoopingTest both effect types
- 3D Transform GizmoDrag the VFX spawn point in-viewport; syncs live and restores on preset load
- Live Parameter EditingTweak exposed parameters during playback, save as new or write back
- Duplicate & ReorderOne-click duplicate, reorder with up/down arrows
- Inline RenameDouble-click a track name; Enter commits, Escape cancels
Sound Preview
- Sound Cues & WavesPreview any audio asset
- Timing SynchronizationAlign audio with VFX triggers
- Projectile Impact SoundsAttach a sound to play at the moment of impact
- VFX Track SoundsAdd a sound directly to any VFX track
- Configurable Fade-OutIndependent fade-out duration for VFX and audio
Camera Shake Track
- Standalone TrackFires at a configured time offset, independent of other tracks
- Inline on VFX/ProjectileAttach a shake so it fires alongside the effect
- AnimNotify ExportExports alongside all other track types
Multi-Animation Sequence & Montage Support
- Chain Up to 5 SequencesOn a unified virtual timeline
- Timeline Boundary MarkersDashed lines show where each sequence begins/ends
- Reorderable SlotsMove sequences up/down in the list
- Animation Montage SupportFull playback, scrub, loop, and root motion support
- Notify ExportWorks for both Animation Sequences and Montages
Additional Mesh Slots
- Up to 4 Mesh PropsAttached to the preview scene
- Per-Slot Socket AttachmentEach prop attaches independently to its own socket
- Independent AnimationEach mesh prop can play its own animation
- Transform ControlsLocation, rotation, and scale per prop with a dedicated gizmo
Main Actor Transform Controls
- SparkFX Panel ControlsPosition and rotation spinboxes live in the Inspector
- Viewport GizmoAppears whenever a skeletal mesh is loaded, stays in sync
- Preset PersistencePosition and rotation are saved to your preset
Outliner ↔ SparkFX Selection Sync
- Outliner → SparkFXSelecting a gizmo in the Outliner selects the matching panel row
- SparkFX → OutlinerClicking a row highlights the gizmo in the viewport/Outliner
- All Gizmo TypesVFX track, mesh slot, and main character gizmos
Projectile Preview System
Visualize projectile trajectories directly in the editor viewport with three trajectory types.
Trajectory Types
| Type | Best For | Behavior |
|---|---|---|
| Linear | Laser beams, bullets, direct-fire weapons | Straight-line path, adjustable speed |
| Arc | Grenades, arrows, lobbed weapons | Curved trajectory, configurable arc height |
| Ballistic | Realistic drop and impact timing | Gravity-affected, adjustable initial velocity |
Rapid Fire Testing
- Configurable Fire RateSet rounds per second
- Burst CountDefine shots per burst
- Muzzle FlashPreview muzzle VFX on each shot
- Impact VFXSee impact effects for every projectile
- Audio SyncTest sound timing with rapid fire
Setup Workflow
- 1Click Add Projectile Track
- 2Choose Projectile Type (Linear, Arc, or Ballistic)
- 3Set Spawn and Target locations
- 4Assign Muzzle Flash and Impact VFX
- 5Enable Rapid Fire if testing burst patterns
- 6Press Play to visualize trajectories
Preset System
Save and load complete effect setups for repeatable iteration and team collaboration.
What Presets Store
- All Track ConfigurationsVFX, Sound, Projectile, and Camera Shake tracks
- Timing DataExact trigger times for each track
- Asset ReferencesLinks to Niagara systems, sounds, etc.
- Attachment SettingsBone attachments and socket data
- Projectile SettingsTrajectory type, spawn/target locations
- Gizmo Positions3D spawn point positions and names for each VFX gizmo
- Additional Mesh SlotsMesh, socket, animation, and transform data for up to 4 props
- Main Actor TransformPreview character position and rotation
- Multi-Sequence SetupAll animation slots and order, with backward compatibility
Saving a Preset
- 1Set up your tracks and timing as desired
- 2Click Save Preset
- 3Enter a descriptive name (e.g., "SwordSlash_v2_FastTiming")
- 4The preset saves to your project
Loading a Preset
- 1Click Load Preset
- 2Select your saved preset from the list
- 3All tracks and settings are restored instantly
Best Practices
- Use Descriptive NamesInclude weapon/character name, version, and key attributes
- Save at MilestonesCreate presets during iteration to preserve working states
- Version Your PresetsAppend v1, v2, etc.
- Share with TeamPresets can be checked into version control
- Compare ApproachesLoad different presets to quickly compare timing
Playback Speed Controls
Control playback speed without changing animation timing — perfect for iterating quickly or inspecting VFX details frame-by-frame.
Watch: Playback Speed Tutorial (1:15–2:05)Available Speed Options
| Speed | Use Case |
|---|---|
| 0.05x | Ultra-slow motion for precise VFX frame inspection |
| 0.1x | Slow motion for timing analysis |
| 0.25x | Quarter speed for detailed review |
| 0.5x | Half speed for careful observation |
| 1.0x | Normal speed (default) |
| 2.0x | Double speed for quick iteration |
How It Works
Playback speed multiplies the time delta for all systems:
- Animation PlaybackSkeletal mesh plays faster or slower
- VFX SystemsNiagara particles update at adjusted speed (via CustomTimeDilation)
- ProjectilesTrajectory timing scales proportionally
- SoundAudio plays at normal speed (timing preserved, not pitch-shifted)
Key Features
- Doesn't Change AnimationOriginal animation asset is never modified
- Real-Time SyncAll active VFX and projectiles adjust immediately
- Persists Across SessionsSpeed setting remains after Stop/Play
- Works During ScrubbingSpeed affects scrub rate on timeline
Anim Notify Export
Transfer your timing work directly into production by exporting tracks as Animation Notifies.
What Gets Exported
- VFX TracksExported as PlayNiagaraEffect notifies
- Sound TracksExported as PlaySound notifies
- Timing PreservedExact trigger times maintained
- Attachment SettingsBone/socket attachments preserved
Export Workflow
- 1Set up your VFX and Sound tracks with desired timing
- 2Select the target Animation Asset
- 3Click Export to Anim Notifies
- 4Notifies are created on the animation with your timing
Montage Notify Export
Export as Notifies works for both Animation Sequences and Animation Montages. For Montages, notifies are written at the montage level (not inside individual slots) — this is standard UE montage behavior.
Project Setup Requirements
Exported AnimNotifies may require additional project-side setup:
- Notify ClassesEnsure your project has the necessary notify classes
- Niagara AccessVerify Niagara systems are accessible from the animation
- Sound AssetsCheck that sound assets are properly configured
Known Limitations
SparkFXPreviewer is designed to be fast, deterministic, and editor-safe. The following limitations are intentional design decisions that keep the tool focused and reliable.
Scope Limitations
| Limitation | Reason |
|---|---|
| Editor-only | No runtime gameplay integration |
| No physics simulation | Physics behavior varies at runtime |
| No damage/collision | Gameplay logic belongs in game systems |
| No AI targeting | No guidance systems or tracking behavior |
Projectile Behavior
Projectile types (Linear, Arc, Ballistic) provide visual approximation only. Designed for: ✅ timing iteration, ✅ trajectory feel, ✅ impact readability. Not intended to match: ❌ runtime gameplay logic, ❌ physics accuracy.
Projectiles do not track targets that move mid-flight — the target position is captured at fire time.
Camera Shake
Camera shake preview provides timing reference only. The preview may differ from runtime behavior due to different camera configurations, player camera vs. editor camera, and runtime camera modifiers. Use it for timing alignment, not exact visual matching.
Inline camera shake on VFX and Projectile tracks does not expose Play Space control — use a dedicated Camera Shake track for Play Space (Camera Local / World / User Defined) control.
Gizmo Position vs. Details Panel Location
The SparkFX Position spinboxes (Inspector panel) and the Location field in UE's native Details panel show different numbers for the same gizmo. This is correct and expected — they measure different things: SparkFX Position is the offset relative to the preview character's world position; Details panel Location is the gizmo actor's absolute world position in the level.
Example: if your character is at world X=257 and you set SparkFX Position X to 242, the gizmo sits at world X=499 — and the Details panel shows 499. Both values are correct, and both fields stay fully synced in both directions. This is not a bug.
Timeline Behavior
Backward scrubbing (dragging the timeline backward) does not retrigger one-shot effects. This prevents effect spam during iteration and matches expected timeline behavior — use Play to trigger effects normally.
Audio Behavior
- Cleanup GuaranteeAll audio is centrally tracked and cleaned up on Stop/Escape, Reset, Clear, track removal, preset load, and window close
- Keyboard Shortcuts Require FocusSpace, Escape, Arrows, Home/End need the SparkFXPreviewer window focused
- Reset Before ReplayAfter a non-looping animation ends, Play again may need a Reset first
FAQ
Q: Why don't newly exported Anim Notifies appear immediately?
A: When exporting while the animation is already open, the Animation Editor may need a refresh. The notifies are saved correctly — close and reopen the animation to see them.
Q: Why doesn't the projectile hit exactly where I expect?
A: Projectile preview is for visual iteration, not physics simulation. Runtime behavior depends on your game's projectile system.
Q: Does this work in packaged games?
A: No. SparkFXPreviewer is editor-only by design — it has no runtime component and is not included in packaged builds.
Design Philosophy
These limitations exist because SparkFXPreviewer is designed to:
- 1Show what exists — not simulate or invent data
- 2Be deterministic — same input produces same output
- 3Stay editor-safe — no impact on runtime behavior
- 4Enable fast iteration — focus on timing and visual context
Versioning & Engine Support
Supported Engine Versions
| Engine Version | Status | Download |
|---|---|---|
| Unreal Engine 5.5 | ⚠️ Last Supported | SparkFXPreviewer_v2.0.2_UE5.5_Binary.zip |
| Unreal Engine 5.6 | ✅ Supported | SparkFXPreviewer_v2.0.2_UE5.6_Binary.zip |
| Unreal Engine 5.7 | ✅ Supported | SparkFXPreviewer_v2.0.2_UE5.7_Binary.zip |
Current Version: SparkFXPreviewer v2.0.2
What's New in v2.0.2 — a packaging and compliance release, no feature or behavior changes.
- Fixed Binary Distribution ZIPsPackages now include Source/, Config/, Docs/, Resources/, README.md, and Install.bat
- Copyright HeadersUpdated to SparkFXLab across all source files
What's New in v2.0.1
- Main Actor Transform ControlsReposition and rotate the preview character with synced gizmo and preset persistence
- Outliner ↔ SparkFX Selection SyncFor VFX, mesh slot, and main character gizmos
- Multi-Animation Sequence, up to 5Reorderable slots, timeline boundary markers
- Animation Montage SupportFull playback, scrub, loop, root motion, preset, and notify export
- Additional Mesh SlotsUp to 4 props, each with socket, animation, and transform controls
- Inline Track Rename, Duplicate & ReorderRename, duplicate, and reorder tracks in place
- 3D Transform GizmoVFX spawn points, mesh prop offsets, and main character
- Live Niagara Parameter EditingTweak parameters during playback
- Camera Shake TrackFull AnimNotify export support
- Complete UI Redesign (V2)Two-panel layout, live inspector, per-row color-coded timeline
Also included: tooltips across all 46 inspector fields, collapsible Animation/Tracks sections, a dedicated Add Track toolbar row, and dozens of smaller polish fixes since v1.8.0.
Version History
| Version | Highlights |
|---|---|
| v2.0.2 | Packaging/compliance fix — ZIPs now include Source/, Config/, Docs/, Resources/, README, and Install.bat; copyright headers updated. Last release supporting UE 5.5. |
| v2.0.1 | Main Actor Transform, Outliner selection sync, gizmo/Details-panel fix, sequence limit raised to 5, Additional Mesh Slots, inline track rename, tooltips on all inspector fields |
| v2.0.0 | Complete V2 UI redesign — two-panel layout, per-row timeline, live inspector editing for all track types |
| v1.9.2 | Full Animation Montage support (playback, scrub, loop, root motion, presets, notify export) |
| v1.9.0 – v1.9.1 | Multi-Animation Sequence chaining, stability and sync fixes |
| v1.8.0 – v1.8.1 | 3D Transform Gizmo, Live Niagara Parameter Editing, Camera Shake Track, Duplicate/Reorder tracks |
What's Included
- VFX Track SystemWith Niagara support
- Projectile PreviewLinear, Arc, Ballistic
- Rapid Fire Testing ModeBurst and automatic fire patterns
- Sound Preview SystemSynced audio playback
- Camera Shake PreviewStandalone or inline
- Preset Save/Load SystemRepeatable, shareable setups
- Export to Anim NotifiesDirect production hand-off
- Debug Visualization ToolsTiming and trajectory overlays
- 3D Transform GizmoVFX spawn points, mesh slots, main character
- Live Niagara Parameter EditingTweak during playback
- Multi-Sequence & MontageUp to 5 sequences, full Montage support
- Additional Mesh SlotsUp to 4 props
- Main Actor Transform ControlsViewport gizmo and preset persistence
- Outliner ↔ SparkFX SyncBoth directions
- Duplicate & Reorder TracksVFX and Projectile tracks
- Inline Track RenameDouble-click to rename
Development Focus
| Priority | Focus Area |
|---|---|
| 1 | Stability — reliable, crash-free operation |
| 2 | Visual Clarity — clear, readable preview output |
| 3 | Artist Workflows — fast iteration without Play Mode |
| 4 | Engine Compatibility — support for current UE versions |
Compatibility Notes
Binary Distribution — distributed as pre-compiled binaries: no source compilation required, faster installation, requires exact engine version match.
Plugin Dependencies — requires Niagara (for VFX preview) and core engine modules, typically enabled by default. No third-party plugin dependencies.