Back to SparkFXPreviewer

Documentation

v2.3.0

SparkFXPreviewer is an editor-only Unreal Engine plugin for previewing, timing, and authoring VFX, sounds, projectiles, and camera shakes against skeletal mesh animations — without entering Play Mode. Compatible with Unreal Engine 5.6, 5.7, and 5.8 (v2.0.2 was the last release supporting 5.5).

Section 00

Start Here

Five steps from install to your first complete preview. Each step links to the full documentation if you want the detail.

  1. 01Install SparkFX PreviewerInstall through Fab.Installation guide →
  2. 02Open SparkFX PreviewerRestart Unreal if required and open:Tools → SparkFX → SparkFX Previewer
  3. 03Load Your First CharacterAssign a skeletal mesh.Scene setup →
  4. 04Add an AnimationSelect an animation and begin playback.Animation →
  5. 05Add VFXCreate the first VFX track and preview the complete result.VFX tracks →
QuickStart 00A~1:00–1:30Coming soon
Install & Open SparkFX

Install from Fab, restart the editor if prompted, and open the SparkFX Previewer panel.

Watch: Install from Fab → Restart Unreal → Open the panel
Until it is recorded, the existing Fab walkthrough covers installation. Watch it in Installation →
Section 01

Overview

▸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
Up to 4 Characters and 12 slots in total: each Character carries up to 2 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.
▸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.
▸Multi Shot Count Spread Cone
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.
▸Continuous Fire & Loop Delay
Loop Delay and Continuous Fire interval spinboxes for VFX and Projectile tracks, plus a Play Audio toggle for Continuous Fire.
▸4x Playback Speed
4x playback speed and frame-step (single-frame back/forward) transport controls.

Who Is This For?

RoleUse Case
VFX ArtistsAuthor character, weapon, and environmental effects
Technical ArtistsSupport VFX workflows and pipelines
AnimatorsValidate visual timing and presentation
DesignersReview effect timing without Play Mode
SparkFXPreviewer focuses on visual timing and context, fast iteration without Play Mode, and trustworthy preview behavior — it does not simulate gameplay logic or modify runtime behavior.
Editor-Only Philosophy — SparkFXPreviewer is intentionally editor-only. It focuses on visual timing and context, fast iteration without Play Mode, and trustworthy preview behavior. It does not simulate gameplay logic, replace runtime systems, or modify gameplay behavior.
Section 02

Quick Start Guide

Get up and running with SparkFXPreviewer in minutes.

QuickStart 011:30–2:00Coming soon
Load a Character + Animation

Get a skeletal mesh into the preview, assign an animation, and play it back on the timeline.

Watch: Load a Character → Add Animation → Preview
Chain up to 5 animation sequences on a unified virtual timeline for multi-clip previews.

1. Open the Tool

Tools → SparkFX → SparkFX Previewer
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.

Tip — With the SparkFXPreviewer panel focused, press Spacebar to instantly toggle Play/Stop — no need to click the button.
Adding a VFX Track6 steps
  1. 1
    Click Add VFX Track
  2. 2
    Assign a Niagara System from your project
  3. 3
    Set the Trigger Time on the timeline
  4. 4
    (Optional) Attach to a Bone for skeletal attachment
  5. 5
    (Optional) Add Sound — drop an audio file to play synchronized with the VFX
  6. 6
    Press 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
Section 03

Installation Guide

New Installation

  • Install
  • Restart if necessary
  • Open SparkFX Previewer
  • Begin
Updating an existing installation, not installing for the first time? Clean Update Guide →
Fab Installation
Watch: Fab Installation
Use the build that matches your engine version exactly — mismatched versions will fail to load or may cause editor instability.

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
  1. 1
    Open the Fab Marketplace in Unreal Engine
  2. 2
    Search for "SparkFXPreviewer"
  3. 3
    Click Install to add it directly to your engine
  4. 4
    Restart Unreal Engine if prompted
  5. 5
    Access via Tools → SparkFX → SparkFX Previewer
Manual Installation & Verification6 steps
  1. 1
    Copy the SparkFXPreviewer folder into your project's plugins folder: YourProject/Plugins/SparkFXPreviewer/
  2. 2
    Open your project in Unreal Editor
  3. 3
    If 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
  4. 4
    Open Unreal Editor
  5. 5
    Navigate to Tools → SparkFX → SparkFX Previewer
  6. 6
    Confirm 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
Section 04

Core Features

QuickStart 021:30–2:00Coming soon
Add & Time a VFX Track

Create a VFX track, attach a Niagara system to a bone, and dial in its trigger time against the animation.

Watch: Add VFX Track → Attach to Bone → Set Trigger Time → Preview
Drag VFX spawn points, mesh prop offsets, and the main character directly in the viewport with the standard UE gizmo — positions sync live and restore on preset load.

VFX Track System

Preview Niagara effects directly in the editor viewport with full control over timing and attachment.

▸Niagara System Support
Preview any Niagara system from your project
▸Skeletal Attachment
Attach effects to specific bones
▸Timeline Control
Precise timing adjustment
▸One-Shot & Looping
Test both effect types
▸3D Transform Gizmo
Drag the VFX spawn point in-viewport; syncs live and restores on preset load
▸Live Parameter Editing
Tweak exposed parameters during playback, save as new or write back
▸Duplicate & Reorder
One-click duplicate, reorder with up/down arrows
▸Inline Rename
Double-click a track name; Enter commits, Escape cancels

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
Scrubbing backward shows accurate particle state instead of stale or missing effects
▸Frame-Accurate
Particles reflect the exact simulation state at any timeline position

Sound Preview

▸Sound Cues & Waves
Preview any audio asset
▸Timing Synchronization
Align audio with VFX triggers
▸Projectile Impact Sounds
Attach a sound to play at the moment of impact
▸VFX Track Sounds
Add a sound directly to any VFX track
▸Configurable Fade-Out
Independent fade-out duration for VFX and audio

Camera Shake Track

▸Standalone Track
Fires at a configured time offset, independent of other tracks
▸Inline on VFX/Projectile
Attach a shake so it fires alongside the effect
▸AnimNotify Export
Exports alongside all other track types

Multi-Animation Sequence & Montage Support

▸Chain Up to 5 Sequences
On a unified virtual timeline
▸Timeline Boundary Markers
Dashed lines show where each sequence begins/ends
▸Reorderable Slots
Move sequences up/down in the list
▸Animation Montage Support
Full playback, scrub, loop, and root motion support
▸Notify Export
Works for both Animation Sequences and Montages

Additional Mesh Slots

▸Up to 4 Characters, 2 Props Each
12 slots in total; each prop attaches to one of its Character's sockets
▸Per-Slot Socket Attachment
Each prop attaches independently to its own socket
▸Independent Animation
Each mesh prop can play its own animation
▸Transform Controls
Location, rotation, and scale per prop with a dedicated gizmo

Main Actor Transform Controls

▸SparkFX Panel Controls
Position and rotation spinboxes live in the Inspector
▸Viewport Gizmo
Appears whenever a skeletal mesh is loaded, stays in sync
▸Preset Persistence
Position and rotation are saved to your preset

Outliner ↔ SparkFX Selection Sync

▸Outliner → SparkFX
Selecting a gizmo in the Outliner selects the matching panel row
▸SparkFX → Outliner
Clicking a row highlights the gizmo in the viewport/Outliner
▸All Gizmo Types
VFX track, mesh slot, and main character gizmos

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
Editable delay between loop cycles for looping tracks
▸Continuous Fire Interval
Configurable per-track for both VFX and Projectile tracks
▸Play Audio Toggle
Controls whether the fire sound repeats on every shot
Section 05

Projectile Preview System

Projectile Preview System
Watch: Projectile Preview System

Visualize projectile trajectories directly in the editor viewport with three trajectory types.

Projectile preview is for visual iteration, not physics simulation — trajectories are approximations to help with timing and feel.

Trajectory Types

TypeBest ForBehavior
LinearLaser beams, bullets, direct-fire weaponsStraight-line path, adjustable speed
ArcGrenades, arrows, lobbed weaponsCurved trajectory, configurable arc height
BallisticRealistic drop and impact timingGravity-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
  1. 1
    Click Add Projectile Track
  2. 2
    Choose Projectile Type (Linear, Arc, or Ballistic)
  3. 3
    Set Spawn and Target locations
  4. 4
    Assign Muzzle Flash and Impact VFX
  5. 5
    Enable Rapid Fire if testing burst patterns
  6. 6
    (Optional) Enable Multi Shot Count and adjust Spread Angle / Pattern Roll to fan projectiles across a cone
  7. 7
    Press Play to visualize trajectories
Important — Projectile preview is for visual iteration, not physics simulation. Trajectories are approximations to help with timing and feel; runtime behavior depends on your game's projectile system.
Section 06

Preset System

Save and load complete effect setups for repeatable iteration and team collaboration.

Preset System Tutorial
Watch: Preset System Tutorial
Presets capture every track, timing value, and gizmo position — load one and your entire setup is restored instantly.
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
  1. 1
    Set up your tracks and timing as desired
  2. 2
    Click Save Preset
  3. 3
    Enter a descriptive name (e.g., "SwordSlash_v2_FastTiming")
  4. 4
    The preset saves to your project
Loading a Preset3 steps
  1. 1
    Click Load Preset
  2. 2
    Select your saved preset from the list
  3. 3
    All 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
Section 07

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)
Playback speed multiplies the time delta for animation, VFX, and projectiles alike — without ever touching the original animation asset.

Available Speed Options

SpeedUse Case
0.05xUltra-slow motion for precise VFX frame inspection
0.1xSlow motion for timing analysis
0.25xQuarter speed for detailed review
0.5xHalf speed for careful observation
1.0xNormal speed (default)
2.0xDouble speed for quick iteration
4xFastest 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
Pro Tip — Use 0.05x speed to inspect individual particle spawn frames and verify VFX timing precision. Use 2.0x speed to quickly validate loop behavior across multiple cycles.
Section 08

Anim Notify Export

Transfer your timing work directly into production by exporting tracks as Animation Notifies.

Export writes exact trigger times and attachment settings straight onto the animation — no manual re-timing in Persona.
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
  1. 1
    Set up your VFX and Sound tracks with desired timing
  2. 2
    Select the target Animation Asset
  3. 3
    Click Export to Anim Notifies
  4. 4
    Notifies are created on the animation with your timing
Editor Refresh Behavior — When exporting while an animation sequence is already open in the Animation Editor (Persona), notify markers may not appear immediately. This is normal — the notifies are written correctly. Close and reopen the animation to see them.
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
Section 09

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.

These limitations are intentional — SparkFXPreviewer shows what exists, never simulates or invents data, and stays editor-safe with zero runtime impact.

Scope Limitations

LimitationReason
Editor-onlyNo runtime gameplay integration
No physics simulationPhysics behavior varies at runtime
No damage/collisionGameplay logic belongs in game systems
No AI targetingNo 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:

  1. 1
    Show what exists — not simulate or invent data
  2. 2
    Be deterministic — same input produces same output
  3. 3
    Stay editor-safe — no impact on runtime behavior
  4. 4
    Enable fast iteration — focus on timing and visual context
Section 10

Versioning & Engine Support

Supported Engine Versions

  • UE 5.6 — Supported
  • UE 5.7 — Supported
  • UE 5.8 — Supported
Important — Use the build that matches your engine version exactly. Mismatched versions will fail to load or may cause editor instability.
UE 5.5 End of Life — v2.0.2 was the last release supporting Unreal Engine 5.5. Starting with v2.1.0, SparkFXPreviewer supports UE 5.6 / 5.7 / 5.8 only.
If you use v2.2.0 with 5 or more additional meshes — presets could silently drop one on load. Load your presets in v2.3.0 before re-saving them.
v2.3.0 makes scenes multi-character: every mesh slot is a Character or a prop attached to one, and every track belongs to the character it is attached to.

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

VersionHighlights
v2.3.0Multi-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.
v2.2.0Per-slot animation control — per-slot animation chains, per-slot Montage support, independent per-slot Root Motion, and preset persistence for slot animation state.
v2.1.0Synchronized 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.
v2.0.2Packaging/compliance fix — ZIPs now include Source/, Config/, Docs/, Resources/, README, and Install.bat; copyright headers updated. Last release supporting UE 5.5.
v2.0.1Main 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
v2.0.0Complete V2 UI redesign — two-panel layout, per-row timeline, live inspector editing for all track types
v1.9.2Full Animation Montage support (playback, scrub, loop, root motion, presets, notify export)
v1.9.0 – v1.9.1Multi-Animation Sequence chaining, stability and sync fixes
v1.8.0 – v1.8.13D 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
PriorityFocus Area
1Stability — reliable, crash-free operation
2Visual Clarity — clear, readable preview output
3Artist Workflows — fast iteration without Play Mode
4Engine 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.

Created by Martin Romero. Feedback from VFX artists, technical artists, and designers is welcome.
Section 11

Having Trouble Updating?

A Quick Note on Fab Updates — This is a known behavior with Epic's Fab Launcher update flow that affects plugins across the marketplace, not just SparkFXPreviewer — clicking "Update" doesn't always fully replace the old plugin files, which can leave stale files behind and cause the new version to fail to load or appear incomplete.
New to SparkFXPreviewer? This section is only for existing installations. Normal installation →

To avoid this, we recommend a full remove-and-reinstall whenever you update SparkFXPreviewer:

Clean Update Guide — six steps
  1. 1
    In Epic Launcher, when prompted to update, click Remove instead of Update.
  2. 2
    Navigate to your engine install path (...\Engine\Plugins\Marketplace\) and manually delete any remaining SparkFX... folder.
  3. 3
    Fully Exit Epic Launcher (not just close the window).
  4. 4
    Reopen Epic Launcher → Library → Fab Library → search "sparkfx" → Install to Engine.
  5. 5
    Confirm the correct engine version is selected in the install dropdown before installing.
  6. 6
    Restart Unreal Engine and open a fresh project to confirm the update loaded correctly.
QuickStart 00B~1:00–1:30Coming soon
Clean Update / Reinstall

The full remove-and-reinstall pass, including the leftover plugin folder Fab can leave behind.

Watch: Remove → Delete leftover folder → Exit launcher → Reinstall → Verify

This takes an extra minute but guarantees you're running a clean install every time.