
Descrição
A haunted hero sword for your Halloween event, phantom boss or seasonal skin. A flame-shaped spectral blade of glowing teal with white ghosts drifting inside it, a horned skull guard with glowing eyes, a dark iron grip wrapped in ghost-light and a ghost-flame pommel â game-ready, with an animated glow material and a showcase scene you can open and render straight away.
âš HighlightsAnimated glow, no extra setup â the emissive pulses, the ghost-fire in the blade and the skull's eyes pulse, and teal light drifts through the blade at different depths.
One material instance to tweak â Tint, Roughness Scale, Emissive Intensity, Energy Amount and Animation Speed.
Ready-made showcase map â backdrop, mist, sparks, key / fill / rim lights and a portrait camera (1080 Ă 1920).
Drop-in Blueprint â BP_GhostSword with the mesh and a small glow light. Pivot at the centre of the grip.
Source files included â FBX, 4K PNG textures and a Blender scene.
Triangles: 11,386 (LOD0) · 5,692 · 2,846 · 1,366 â 4 LODs
Size: 114.9 cm long, 24.9 cm wide (scaled to the UE mannequin)
Textures: 4096 Ă 4096 â Base Color, Normal (DirectX), ORM (AO / Roughness / Metallic), Emissive · 2048 Ă 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 â SM_GhostSword, M_GhostSword, MI_GhostSword, BP_GhostSword, textures, L_GhostSword_Showcase and L_GhostSword_Demo maps
FBX â SM_GhostSword.fbx (centimetres, two UV channels)
Textures â PNG, ready for any engine or renderer
Blender â GhostSword.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 â 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).
Candy Corn Sword, Candle Sword and Scarecrow Sword â built to the same scale and standard.










