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Media 1 for listing Advanced Multiplayer Flashlight V1.7

Description

Bring light to your project with the Advanced Multiplayer Flashlight, a flexible and optimized flashlight solution built for ALL games.
Designed for plug-and-play integration, this system provides realistic volumetric AND fake beams, battery system, and network-ready replication — everything you need for any type of project, multiplayer or not.


DEMO VIDEO

Note: This asset requires a basic understanding of blueprints and Unreal Engine.

Update v1.7 (only 5.6 & above)

  • Improved Beamcard

  • Improved Flarecard + included custom flare cards (8)

  • Gun Template

  • Improved Integration Workflow for actors with flashlight (E.g. gun template)

  • +2 Beam Cone Models

  • Switchable Hands for holding flashlight

  • Headlamp Template

  • Switchable Perspective

  • Fixes & Optimizations

  • Flare effect

  • Easy integration

  • Multiple beam types

Features

  • Fake Light Beams for optimized and cinematic feel (3 types of beams).

  • Battery System and light flickering before battery dies.

  • Event-Based Flicker, triggerable from everywhere.

  • Multiplayer-Ready: all features fully replicated and synchronized across clients.

  • Highly Modular: easily attach to any character or weapon or any type of blueprint.

  • Game-Ready: optimized for performance and easy to customize.

  • Lens Flare & Glare Effects: realistic bloom aimed at the camera.

NEXT UPDATES (v1.7-v2)

(Price of the asset Will Rise, Buy Now and receive Free Updates with new features)

  • More Templates, Animations And Models: top-down view template, shoulder-mounted flashlight, etc...

  • Dynamic Light Intensity: light intensity affected by battery percentage.

  • More Beam Types.

  • Bug Fixes And Further Optimizations.

and more to come!

INTEGRATION:

Add a child actor to your character/actor and then select BP_FlashlightActor_GRMFS as the child actor. Add the BPC_GRMFS component to your character/actor, set up variables and set up initials. Done!

*NOTE: If not all clients are loaded when initial happens, data between actors will not be synced. Make sure to trigger initial event when all clients are loaded.

Documentation: Download HERE

IF YOU BUY THE ASSET, MAKE SURE TO LEAVE A REVIEW TO HELP ME GROW AS A CREATOR!

If you find any issues or need help using the product, reach out to me!
[email protected]

This product supports MetaSounds for Unreal Engine 5.0+
Please check out official documents on working with MetaSounds: https://dev.epicgames.com/documentation/en-us/unreal-engine/metasounds-in-unreal-engine

Included formats