Response Assets
Data-driven Response Assets compose any number of handlers into reusable game-feel presets. Assign to any hit, event, or gameplay moment.
30 Built-in Handlers
Transform, Visual, PostProcess, Audio, Camera, Particles, Gameplay — every game-feel effect you need, ready to configure without code.
Dramatic Intensity
Per-actor Dramatic Intensity accumulates with each hit and scales response magnitude automatically — making every combo feel more impactful.
Channel System
Group responses by GameplayTag channels. Mute, amplify, or override entire categories at runtime for cinematics, menus, or difficulty scaling.
Blueprint Node
The Play Impact Response Blueprint node exposes all context fields as individual pins — no struct construction needed.
Beat Quantization
Handlers with bQuantizeToBeat defer to the next ElysMusicEngine beat division — keeping effects in musical sync automatically.
Quick Links
Install the plugin and play your first response
Handlers, Response Assets, Sessions, Subsystem
All 30 handlers — properties and usage
Scale game feel dynamically
Complete C++ class documentation
Cheat sheet and common patterns