Agentic FeedbackFX
Data-driven screen feedback system for Unreal Engine 5.5+
Agentic FeedbackFX
A production-ready screen feedback system that handles camera shake, hit stop, post-process effects, audio, and haptics for action games.
Key Features
- 6 Effect Types - Camera Shake, Hit Stop, Post-Process, Impact Frame, Audio, Haptics
- GameplayTag-Based - Trigger effects by event tags (Event.Damage.Heavy, etc.)
- Magnitude Scaling - All effects scale with intensity
- Multiplayer-Safe - Hit stop uses local visual dilation, not global time
- GAS Integration - Attribute triggers for automatic effects (low health vignette)
- Curve Support - Post-process and hit stop with custom curve presets
Getting Started
- Quick Start Guide - Get screen effects working in 5 minutes
Reference
- Events Reference - All 6 event types explained
- Triggers Reference - Automatic triggers (attribute thresholds)
Help
- Troubleshooting - Common issues and solutions
Requirements
| Requirement | Version |
|---|---|
| Unreal Engine | 5.5+ |
| Gameplay Abilities | Required (for Attribute Triggers) |
Architecture
UAgenticFeedbackFXComponent (on PlayerController)
├── UAgenticFeedbackFXConfig (Data Asset)
│ ├── Event Tag → Effects mapping
│ └── Event Triggers (automatic)
└── Effect Types
├── Shake (Camera shake)
├── HitStop (Time dilation)
├── PostProcess (Material effects)
├── ImpactFrame (Screen flash/Niagara)
├── Audio (Sound playback)
└── Haptics (Controller rumble)Quick Example
// Get component (attached to Controller)
UAgenticFeedbackFXComponent* Feedback = Controller->FindComponentByClass<UAgenticFeedbackFXComponent>();
// Simple trigger
Feedback->TriggerFeedbackEventSimple(
FGameplayTag::RequestGameplayTag("Event.Damage.Heavy"),
0.8f // Magnitude (0-1)
);
// Full context
FAgenticFeedbackFXContext Context;
Context.Magnitude = DamageAmount / 100.0f;
Context.SourceActor = Attacker;
Context.TargetActor = Victim;
Feedback->TriggerFeedbackEvent(Tag, Context);Support
- Discord: Join community
- Website: insodimension.com