
์ค๋ช
A night-sky hero sword for your Halloween event, witch boss or seasonal skin. A bat-wing guard with a moonstone set in a gold crescent, a curved blade that holds a starry night with gold stars and a crescent, star gems and a gold-ringed pommel โ game-ready, with an animated glow material and a showcase scene you can open and render straight away.
โจ HighlightsAnimated glow, no extra setup โ the emissive pulses, the gems shimmer and layers of light drift inside the blade at different depths, so the night inside it looks deep when the camera moves.
One material instance to tweak โ Tint, Roughness Scale, Emissive Intensity, Energy Amount and Animation Speed.
Ready-made showcase map โ backdrop, mist, sparks, key / fill / rim lights and a portrait camera (1080 ร 1920).
Drop-in Blueprint โ BP_MoonSword with the mesh and a small glow light. Pivot at the centre of the grip.
Source files included โ FBX, 4K PNG textures and a Blender scene.
Triangles: 15,762 (LOD0) ยท 7,880 ยท 3,940 ยท 1,892 โ 4 LODs
Size: 113.6 cm long, 27.3 cm wide (scaled to the UE mannequin)
Textures: 4096 ร 4096 โ Base Color, Normal (DirectX), ORM (AO / Roughness / Metallic), Emissive ยท 2048 ร 2048 energy mask
Materials: 1 master material + 1 material instance (PBR metallic / roughness)
UVs: channel 0 unique, non-overlapping ยท channel 1 hand-packed lightmap UVs (resolution 128)
Collision: simple (26-DOP) + per-poly complex
Nanite: off (regular LODs) ยท Rigged / animated: no (static mesh)
Engine: Unreal Engine 5.6 ยท Tested on: Windows
Unreal Engine 5.6 project โ SM_MoonSword, M_MoonSword, MI_MoonSword, BP_MoonSword, textures, L_MoonSword_Showcase and L_MoonSword_Demo maps
FBX โ SM_MoonSword.fbx (centimetres, two UV channels)
Textures โ PNG, ready for any engine or renderer
Blender โ MoonSword.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 โ 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).
Pumpkin Sword, Skull Sword and Thorn Sword โ built to the same scale and standard.










