Quick Start
Install ElysImpact and play your first response in under 5 minutes.
Prerequisites
- Unreal Engine 5.6 or later
- C++ project (required for plugin activation)
Installation
1. Install from FAB Marketplace
Download ElysImpact from the FAB Marketplace and install it to your engine or project.
2. Enable the Plugin
- Open your project in Unreal Editor
- Go to Edit → Plugins
- Search for Elys Impact
- Check the box to enable it
- Restart the editor when prompted
3. Verify Installation
In the Content Browser, enable Show Plugin Content and verify the ElysImpact folder appears.
4. C++ Projects — Update Build.cs
Add the module to your .Build.cs file if you plan to use the C++ API:
PublicDependencyModuleNames.AddRange(new string[] {
"ElysImpact",
"GameplayTags",
});
Your First Response (Blueprint)
Step 1 — Create a Response Asset
- In the Content Browser, right-click → Miscellaneous → Data Asset
- Select
UERP_ImpactResponseAssetas the class - Name it
DA_Impact_Test - Double-click to open it
Step 2 — Add Handlers
In the Handlers array, click + and add:
- Camera Shake — set
Shake Classto anyUCameraShakeBasesubclass - Sound Effect — set
Soundto anyUSoundBase - Debug Log — useful to verify the system is firing (
Print To Screen: true)
Step 3 — Play from Blueprint
In any Blueprint (e.g., your Character):
Event: On Hit (or any trigger)
→ Play Impact Response
Response Asset: DA_Impact_Test
Target: Self (or the hit actor)
The Play Impact Response node is in the ElysImpact category (right-click → search "Play Impact Response").
Step 4 — PIE Test
Press Play and trigger your event. You should see:
- The camera shake playing on the local player
- The sound playing at the target location
- "ElysImpact: Debug" on screen (from the Debug Log handler)
Your First Response (C++)
#include "Core/UERP_ImpactStatics.h"
// In any function with world context:
UERP_ImpactStatics::PlayResponse(this, TargetActor, ResponseAsset, 1.f);
// With full context:
FERP_ImpactContext Context;
Context.Target = TargetActor;
Context.Source = SourceActor;
Context.ImpactPoint = HitResult.ImpactPoint;
Context.ImpactNormal = HitResult.ImpactNormal;
Context.Magnitude = DamageAmount;
UERP_ImpactStatics::PlayResponseWithContext(this, ResponseAsset, Context);
Adding UERP_ImpactComponent (Optional)
UERP_ImpactComponent adds per-actor defaults and channel filtering:
- Add Component → UERP Impact Component on your actor
- Set Default Intensity (multiplies all responses played through this component)
- Set Muted Channels (tags that will be silenced for this actor)
// Play through the component — applies DefaultIntensity and MutedChannels:
ImpactComponent->PlayResponse(ResponseAsset, 1.f);
Troubleshooting
Nothing happens when I call Play Impact Response
- Verify the plugin is enabled and the project recompiled
- Check the Output Log for
LogElysImpactmessages - Add a Debug Log handler to the asset — if it doesn’t print, the session isn’t being created
Camera shake doesn’t play
- Verify a local
PlayerControllerexists in the scene - Check that the
Shake Classproperty is set on the handler
Sound doesn’t play
- Verify the
Soundproperty is set - The handler uses
PlaySoundAtLocationby default — setbIs2D: truefor UI/menu sounds
Next Steps
Read Core Concepts to understand how the full pipeline works.
Browse Handler Reference to see all available effects.