
Descripción
A jack-o'-lantern hero sword for your Halloween event, scarecrow boss or seasonal skin. A carved grinning pumpkin set in a guard of thorny green vines, a blade of molten orange fire wrapped in thorn vines, a vine-wrapped grip and an amber pommel gem — game-ready, with an animated glow material and a showcase scene you can open and render straight away.
✨ HighlightsAnimated glow, no extra setup — the emissive pulses, the pumpkin's carved face flickers like a candle, and molten fire flows inside the blade between the vines.
One material instance to tweak — Tint, Roughness Scale, Emissive Intensity, Energy Amount and Animation Speed.
Ready-made showcase map — backdrop, mist, sparks, key / fill / rim lights and a portrait camera (1080 × 1920).
Drop-in Blueprint — BP_LanternSword with the mesh and a small glow light. Pivot at the centre of the grip.
Source files included — FBX, 4K PNG textures and a Blender scene.
Triangles: 13,102 (LOD0) · 6,550 · 3,276 · 1,572 — 4 LODs
Size: 111.2 cm long, 24.5 cm wide (scaled to the UE mannequin)
Textures: 4096 × 4096 — Base Color, Normal (DirectX), ORM (AO / Roughness / Metallic), Emissive · 2048 × 2048 energy mask
Materials: 1 master material + 1 material instance (PBR metallic / roughness)
UVs: channel 0 unique, non-overlapping · channel 1 hand-packed lightmap UVs (resolution 128)
Collision: simple (26-DOP) + per-poly complex
Nanite: off (regular LODs) · Rigged / animated: no (static mesh)
Engine: Unreal Engine 5.6 · Tested on: Windows
Unreal Engine 5.6 project — SM_LanternSword, M_LanternSword, MI_LanternSword, BP_LanternSword, textures, L_LanternSword_Showcase and L_LanternSword_Demo maps
FBX — SM_LanternSword.fbx (centimetres, two UV channels)
Textures — PNG, ready for any engine or renderer
Blender — LanternSword.blend with the material already wired to the textures
The showcase map uses a flat (non-filmic) look: the project sets ShowFlag.Tonemapper=0 in DefaultEngine.ini. Remove that line if you prefer Unreal's default tonemapper — the sword works with either.
Mist and sparks in the showcase map are meshes with animated materials, not Niagara systems.
The Blueprint contains components only (no gameplay logic), so it drops into any weapon system.
The glow uses a Custom (HLSL) node in the master material.
The low-poly is mostly triangles (silhouette-safe decimation).
Spider Sword, Bone Sword and Cat Sword — built to the same scale and standard.










