Start Here
Five steps from install to your first complete preview. Each step links to the full documentation if you want the detail.
- 01Install SparkFX PreviewerInstall through Fab.Installation guide →
- 02Open SparkFX PreviewerRestart Unreal if required and open:Tools → SparkFX → SparkFX Previewer
- 03Load Your First CharacterAssign a skeletal mesh.Scene setup →
- 04Add an AnimationSelect an animation and begin playback.Animation →
- 05Add VFXCreate the first VFX track and preview the complete result.VFX tracks →
Install from Fab, restart the editor if prompted, and open the SparkFX Previewer panel.
Overview
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.
Get a skeletal mesh into the preview, assign an animation, and play it back on the timeline.
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 Track6 steps
- 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 Reference12 items
- 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
New Installation
- Install
- Restart if necessary
- Open SparkFX Previewer
- Begin
Recommended: install via the Fab Marketplace. Search for SparkFXPreviewer, install it to your engine, and open it from Tools → SparkFX → SparkFX Previewer.
Show Fab Installation Steps5 steps
- 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
Manual Installation & Verification6 steps
- 1Copy the SparkFXPreviewer folder into your project's plugins folder: YourProject/Plugins/SparkFXPreviewer/
- 2Open your project in Unreal Editor
- 3If Unreal prompts to enable the plugin, or to rebuild missing modules, accept — a manually copied plugin is compiled the first time the project opens, so expect the first launch to take longer. Restart if prompted
- 4Open Unreal Editor
- 5Navigate to Tools → SparkFX → SparkFX Previewer
- 6Confirm the SparkFXPreviewer window opens. If the menu item doesn't appear, check Edit → Plugins to ensure the plugin is enabled, then restart the editor after enabling
Core Features
Create a VFX track, attach a Niagara system to a bone, and dial in its trigger time against the animation.
VFX Track System
Preview Niagara effects directly in the editor viewport with full control over timing and attachment.
▸Niagara System Support
▸Skeletal Attachment
▸Timeline Control
▸One-Shot & Looping
▸3D Transform Gizmo
▸Live Parameter Editing
▸Duplicate & Reorder
▸Inline Rename
Synchronized VFX Scrubbing
Spawned Niagara systems seek to the exact particle state at any timeline position, in both directions, instead of only playing forward from trigger.
▸Bidirectional Scrubbing
▸Frame-Accurate
Sound Preview
▸Sound Cues & Waves
▸Timing Synchronization
▸Projectile Impact Sounds
▸VFX Track Sounds
▸Configurable Fade-Out
Camera Shake Track
▸Standalone Track
▸Inline on VFX/Projectile
▸AnimNotify Export
Multi-Animation Sequence & Montage Support
▸Chain Up to 5 Sequences
▸Timeline Boundary Markers
▸Reorderable Slots
▸Animation Montage Support
▸Notify Export
Additional Mesh Slots
▸Up to 4 Characters, 2 Props Each
▸Per-Slot Socket Attachment
▸Independent Animation
▸Transform Controls
Main Actor Transform Controls
▸SparkFX Panel Controls
▸Viewport Gizmo
▸Preset Persistence
Outliner ↔ SparkFX Selection Sync
▸Outliner → SparkFX
▸SparkFX → Outliner
▸All Gizmo Types
Continuous Fire & Loop Delay
Loop Delay and Continuous Fire interval spinboxes for VFX and Projectile tracks, plus a Play Audio toggle for Continuous Fire.
▸Loop Delay
▸Continuous Fire Interval
▸Play Audio Toggle
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 Testing5 items
- 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
Multi Shot Spread Cone3 items
Spread Angle and Pattern Roll controls fan multiple simultaneous projectiles across a cone instead of firing them all along the same direction, with one-click reset to default.
- Spread AngleFans multiple simultaneous projectiles across a cone instead of firing them all along the same direction
- Pattern RollRotates the spread pattern
- One-Click ResetRestores Spread Angle and Pattern Roll to default
Setup Workflow7 steps
- 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
- 6(Optional) Enable Multi Shot Count and adjust Spread Angle / Pattern Roll to fan projectiles across a cone
- 7Press Play to visualize trajectories
Preset System
Save and load complete effect setups for repeatable iteration and team collaboration.
What Presets Store9 items
- 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 every Character and prop slot
- Main Actor TransformPreview character position and rotation
- Multi-Sequence SetupAll animation slots and order, with backward compatibility
Saving a Preset4 steps
- 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 Preset3 steps
- 1Click Load Preset
- 2Select your saved preset from the list
- 3All tracks and settings are restored instantly
Best Practices5 items
- 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 |
| 4x | Fastest available speed for rapid iteration and review |
How It Works4 items
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 Features5 items
- 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
- Frame-Step ButtonsSingle-frame step back/forward transport buttons, alongside the existing Left/Right arrow shortcuts
Anim Notify Export
Transfer your timing work directly into production by exporting tracks as Animation Notifies.
What Gets Exported4 items
- VFX TracksExported as PlayNiagaraEffect notifies
- Sound TracksExported as PlaySound notifies
- Timing PreservedExact trigger times maintained
- Attachment SettingsBone/socket attachments preserved
Export Workflow4 steps
- 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 Requirements3 items
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 and impact readability. Not intended to match runtime gameplay logic or 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.
Niagara VFX tracks scrub in sync with the timeline, showing accurate particle state at any point, forward or backward. VFX tracks using the ParentAndDetach attachment mode do not yet fully re-evaluate their attachment state when scrubbing across the detach time — the effect's parenting may not match what it would be during normal forward playback at that same point. This is a known gap, planned for a follow-up pass. Playing forward from the start is unaffected.
Audio Behavior3 items
- 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 Philosophy4 steps
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
- UE 5.6 — Supported
- UE 5.7 — Supported
- UE 5.8 — Supported
Current Version: SparkFXPreviewer v2.3.0
What's New in v2.3.0 — multi-character scenes: mesh slots became Characters with their own props, and VFX, projectile and sound tracks each belong to the character they are attached to.
- Characters & DependentsEvery slot is a Character that stands on its own, or a Dependent prop on one of its sockets
- Up to 4 Characters, 12 SlotsThe main mesh is one of the four, and each Character carries up to 2 props; presets that already exceed the limits still load with nothing dropped
- Character-Aware Notify ExportEach notify goes into its own character's animation at that character's local time, and a dialog lists every asset before anything is written
- Root Motion Replay FixReplaying a Montage that finished on its own no longer drifts the character forward each cycle
What's New in v2.2.04 items
What's New in v2.2.0 — per-slot animation control: chains, Montages and Root Motion are now independent per slot, with preset persistence for slot animation state.
- Per-Slot Animation ChainsEach slot chains its own animations
- Per-Slot Montage SupportAnimation Montages are supported per slot
- Independent Per-Slot Root MotionRoot Motion is evaluated independently for each slot
- Slot Animation State in PresetsPreset persistence for slot animation state
What's New in v2.1.04 items
What's New in v2.1.0 — synchronized Niagara VFX scrubbing, projectile spread cone, and Continuous Fire polish, now with UE 5.8 support.
- Synchronized Niagara VFX ScrubbingParticles reflect exact simulation state at any timeline position, scrubbing forward or backward
- Multi Shot Spread ConeSpread Angle, Pattern Roll, and Reset controls for Projectile multi-shot spawn
- Continuous Fire Interval + AudioInterval spinbox and Play Audio toggle for VFX and Projectile Continuous Fire tracks
- 4x Playback SpeedNew transport speed option alongside frame-step controls
What's New in v2.0.22 items
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 v2.0.110 items
- 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 |
|---|---|
| v2.3.0 | Multi-character support — mesh slots became Characters with their own props (up to 4 Characters, 2 props each, 12 slots), per-character VFX, projectile and sound tracks, and character-aware notify export. Root Motion no longer drifts when replaying a Montage that finished on its own. |
| v2.2.0 | Per-slot animation control — per-slot animation chains, per-slot Montage support, independent per-slot Root Motion, and preset persistence for slot animation state. |
| v2.1.0 | Synchronized Niagara VFX scrubbing (forward + backward), Multi Shot spread cone for Projectile tracks, Continuous Fire interval + audio controls, 4x playback speed. UE 5.8 support added, UE 5.5 dropped. |
| 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 Included16 items
- 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 Characters, 2 props each
- 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 Focus4 rows
| 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
Distribution — installed from the Fab Marketplace, which builds it for the engine version you install it to, or copied manually into a project's Plugins folder. Either way the plugin must match the engine version your project runs on.
Plugin Dependencies — requires Niagara (for VFX preview) and core engine modules, typically enabled by default. No third-party plugin dependencies.
Having Trouble Updating?
To avoid this, we recommend a full remove-and-reinstall whenever you update SparkFXPreviewer:
Clean Update Guide — six steps
- 1In Epic Launcher, when prompted to update, click Remove instead of Update.
- 2Navigate to your engine install path (...\Engine\Plugins\Marketplace\) and manually delete any remaining SparkFX... folder.
- 3Fully Exit Epic Launcher (not just close the window).
- 4Reopen Epic Launcher → Library → Fab Library → search "sparkfx" → Install to Engine.
- 5Confirm the correct engine version is selected in the install dropdown before installing.
- 6Restart Unreal Engine and open a fresh project to confirm the update loaded correctly.
The full remove-and-reinstall pass, including the leftover plugin folder Fab can leave behind.
This takes an extra minute but guarantees you're running a clean install every time.