INSODIMENSIONStudios

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

Reference

Help

Requirements

RequirementVersion
Unreal Engine5.5+
Gameplay AbilitiesRequired (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