SpanZeto / Documentation / game juice Pro

Feedback Catalog - Game Juice Pro

Plugin v1.0 UE 5.3+ 10 min read Updated Feb 2026

Game Juice Pro includes 28 feedback types organized by category. Each one is configured inside a Juice Preset and shares the common properties (Active, Chance, Timing, etc.).

Transform (4)

Scale

Animates the actor or component scale. Supports uniform or per-axis scale.

  • Mode: Instant / OverTime / ToDestination
  • Uniform Scale: Equal scale on all axes
  • Scale Curve: Animation curve (OverTime mode)
  • Remap Scale Zero/One: Curve range remapping (e.g.: 1.0 to 1.5 for a scale punch)
  • Duration: Animation duration (default 0.2s)
  • Target Actor / Component: Actor or optionally a specific component

Typical use: scale punch on damage, "pop" effect on item pickup.

Squash & Stretch

Squash & stretch effect based on a damped spring. Simulates elasticity like in traditional animation.

  • Spring: Amplitude (0.3), Frequency (4.0), Damping (0.25), Duration (0.8)
  • Primary Axis: Main effect axis (default Z)
  • Preserve Volume: Compensates opposite axes to maintain visual volume
  • Use Tilt: Adds angular oscillation for greater expressiveness
  • Start With Squash: Starts with compression instead of stretching

Typical use: character landing, object bounce, elastic impact.

Jiggle

Elastic jelly-like trembling effect with damping.

  • Jiggle Mode: Position / Rotation / Scale / All
  • Amplitude: Oscillation intensity (default 0.3)
  • Frequency: Oscillation speed (default 8.0 Hz)
  • Damping: Damping speed (default 5.0)
  • Duration: Effect duration (default 0.6s)
  • Randomize Direction: Varies the jiggle direction

Typical use: jelly-like objects, items when selected, interaction feedback.

Look At

Rotates an actor to face a target. The Play Juice node shows a dynamic Look At Target pin if the preset contains this feedback.

  • Mode: Instant / Interpolate / Spring
  • Duration: Interpolation duration (default 0.3s)
  • Lock Pitch / Yaw / Roll: Lock rotation axes
  • Max Rotation Speed: Rotation speed limit
  • Spring Stiffness / Damping: Spring parameters (Spring mode)

Typical use: turrets, directional indicators, camera alignment.

Movement (5)

Bounce

Elastic bounce via scale animation with compression and stretching.

  • Squash Amount / Stretch Amount: Compression (0.6) and stretching (1.3) intensity
  • Bounce Count: Number of bounces (default 3)
  • Damping: Damping between bounces (default 0.5)
  • Duration: Total duration (default 0.5s)
  • Bounce Axis: Bounce axis
  • Preserve Volume: Maintain visual volume

Typical use: landing bounce, bouncing items, UI buttons.

Push

Physical displacement for knockback, dash or explosion. Uses LaunchCharacter by default.

  • Force: Force magnitude (default 1000)
  • Upward Force: Vertical component (default 200)
  • Direction Mode: Direction / Forward / Backward / Random / MovementDirection
  • Use Launch Character: Uses LaunchCharacter for Characters (default true)
  • Override XY / Override Z: Which velocity components to override

Typical use: hit knockback, player dash, shockwave.

Bob

Smooth continuous bobbing movement.

  • Bob Direction: Movement direction (default up)
  • Bob Distance: Travel distance (default 20)
  • Cycle Time: Full cycle duration (default 1.0s)
  • Phase Offset: Initial offset (0-360°). Hidden when Randomize Phase is active.
  • Randomize Phase: Randomizes the phase offset each time the feedback plays. Useful for desyncing multiple actors using the same preset (e.g.: many floating pickups).
  • Duration: 0 = infinite until stopped

Typical use: floating items, pickups, moving platforms.

Spin

Continuous rotation around an axis.

  • Rotation Axis: Rotation axis (default Z)
  • Degrees Per Second: Spin speed (default 180°/s)
  • Duration: 0 = infinite until stopped

Typical use: spinning coins, collectible items, loading indicators.

Magnetic

Attracts objects towards a target with progressive acceleration. Ideal for coin/gem-style item collection.

  • Target Mode: LocalPlayer / SpecificActor / NearestWithTag
  • Activation Radius: Radius to activate attraction (default 200)
  • Initial Speed / Max Speed / Acceleration: Movement control (100 / 1000 / 500)
  • Arrival Distance: Distance considered as arrival (default 50)
  • Use Spring Movement: Bouncy movement instead of linear
  • Curved Path: Curved trajectory instead of straight
  • Stop Other Feedbacks On Attract: Stops feedbacks like Spin and Bob when attraction starts

Typical use: coins flying towards the player, XP orbs, magnetic pickups.

Visual (6)

Blink

Regular retro-style visibility blinking.

  • Duration: Total duration (default 1.0s)
  • Number Of Blinks: Number of blinks (default 5)
  • Accelerate Over Time: Blinks progressively accelerate
  • Start/End Interval: Initial and final interval if accelerating
  • Restore Visibility: Restores original visibility when finished

Typical use: temporary invulnerability, objects about to disappear, i-frames.

Flicker

Fast random blinking, more chaotic than Blink.

  • Min/Max Interval: Time range between changes (0.02 - 0.1s)
  • Min Visible Chance: Minimum probability of being visible (default 0.3)
  • Duration: Total duration (default 1.0s)

Typical use: damaged lights, holograms, electrical effects.

Material Flash

Color flash on the object's material using an overlay material.

  • Flash Color: Flash color (default white)
  • Flash Intensity: Flash intensity (default 2.0)
  • Duration: Flash duration (default 0.15s)
  • Flash Curve: Intensity curve
  • Custom Overlay Material: Optional custom material
  • Target Actor / Component: Actor or optionally a specific component

Typical use: white flash on damage, highlight on interaction, healing flash.

Ghost

Generates semi-transparent ghost copies that fade out, creating a trail/afterimage effect.

  • Ghost Count: Number of copies to generate (default 3)
  • Spawn Interval: Interval between copies (default 0.05s)
  • Ghost Lifetime: Duration of each ghost before fading (default 0.3s)
  • Ghost Color: Ghost tint color
  • Start Opacity: Initial opacity (default 0.7)
  • Ghost Material: Custom material for ghosts

Typical use: dash trail, fast attack afterimage, speed effect.

Rim Glow

Luminous outline (rim light) based on fresnel on the actor's mesh.

  • Rim Color: Outline color (default blue)
  • Rim Intensity: Glow intensity (default 3.0)
  • Fresnel Exponent: Effect concentration on edges (default 2.0)
  • Duration: 0 = infinite
  • Pulse: If active, intensity oscillates automatically
  • Pulse Speed / Pulse Min Intensity: Pulse speed and minimum

Typical use: selection highlight, power-up effect, proximity indicator.

Fade

Full-screen transition towards a color.

  • Fade Type: FadeIn / FadeOut / FadeOutIn (Flash)
  • Fade Color: Fade color (default black)
  • Duration: Transition duration (default 0.5s)
  • Fade Curve: Transition curve
  • Hold Fade On Complete: Holds the fade when finished (default true)

Typical use: level transitions, player death, damage flash.

Post-Process (4)

Chromatic Aberration

Chromatic aberration effect (RGB channel separation) on screen.

  • Intensity: Separation intensity (default 2.0)
  • Duration: Effect duration (default 0.2s)
  • Intensity Curve: Intensity curve
  • Start Offset: Optional initial offset

Typical use: heavy impacts, teleportation, critical damage.

Bloom

Modifies the scene bloom (glow) intensity.

  • Intensity: Bloom intensity (default 2.0)
  • Threshold: Brightness threshold (default -1.0)
  • Duration: Effect duration (default 0.3s)
  • Intensity Curve: Intensity curve

Typical use: explosions, power-ups, magic effects.

Depth Of Field

Dynamic depth of field blur.

  • Focal Distance: Focus distance (default 1000)
  • Focal Region: Size of the focused area (default 200)
  • Near/Far Blur Size: Near/far blur intensity (default 4.0)
  • Duration: Effect duration (default 0.5s)
  • Intensity Curve: Intensity curve

Typical use: dramatic focus, cinematic transitions, pause menus.

Color Grade

Temporary color correction over the entire screen.

  • Color Tint: Color tint (default faint red)
  • Saturation: Saturation (default 1.0)
  • Contrast: Contrast (default 1.0)
  • Brightness: Additional brightness (default 0.0)
  • Duration: Effect duration (default 0.3s)
  • Intensity Curve: Intensity curve

Typical use: red flash on damage, golden tint on level up, desaturation.

Time (1)

Time Scale

Modifies the actor's time speed using CustomTimeDilation.

  • Target Time Scale: Target time scale (default 0.3, slow motion)
  • Duration: Duration before restoring (default 1.0s)
  • Time Scale Curve: Transition curve
  • Target Actor: Actor to apply the dilation to
  • Restore On Complete: Restore original speed when finished

Typical use: slow-motion on dodge, bullet time, dramatic impact effects.

Audio & Haptic (2)

Sound

Plays sound effects. Supports single sound or random selection from an array.

  • Sound: Main sound asset
  • Random Sounds: Array of sounds for random selection
  • Volume/Pitch Multiplier: Volume and pitch control (default 1.0)
  • Pitch/Volume Variation: Automatic random variation
  • Play 2D: Sound without spatial position
  • Attach To Target: Attaches the sound to the target actor
  • Attenuation Settings: 3D attenuation configuration

Typical use: impact sound, pickup, gunshot, UI click.

Rumble

Controller vibration. Controls left (low frequency) and right (high frequency) motors independently.

  • Left Motor Intensity: Low frequency motor (default 0.5)
  • Right Motor Intensity: High frequency motor (default 0.3)
  • Duration: Vibration duration (default 0.2s)
  • Intensity Curve: Intensity curve
  • Affect All Players: Vibrate all controllers or only a specific one
  • Player Index: Target player index (default 0)

Typical use: impacts, explosions, vehicle acceleration, weapon fire.

Camera (2)

Camera Shake

Camera shake with two available modes.

  • Mode: Simple (built-in) / Asset (CameraShakeBase)
  • Simple Mode:
    • Duration: Shake duration (default 0.3s)
    • Location Amplitude / Frequency: Position displacement and speed
    • Rotation Amplitude / Frequency: Rotation displacement and speed
    • Blend In/Out Time: Smooth entry/exit transition
  • Asset Mode:
    • Camera Shake Class: Reference to a CameraShakeBase asset
  • Shake Scale: Shake intensity multiplier (default 1.0)
  • Affect All Players: Apply to all cameras of all players
  • Inner/Outer Radius: Distance-based attenuation from epicenter

Typical use: explosions, gunshots, impacts, earthquakes.

Camera Zoom

Smooth camera zoom by modifying Field of View.

  • Target FOV: Target FOV (default 60)
  • Duration: Transition duration (default 0.3s)
  • Zoom Curve: Interpolation curve
  • Return To Original: Return to original FOV when finished (default true)

Typical use: aim zoom, speed effect, dramatic kill-cam zoom.

Particles (1)

Particles

Spawns Niagara or Cascade particle systems.

  • Particle System Type: Niagara / Cascade
  • Niagara System / Cascade System: Particle asset to instantiate
  • Position/Rotation Offset: Offset relative to actor
  • Scale: Particle system scale
  • Attach To Target: Attach to target actor
  • Attach Socket Name / Component Tag: Specific attachment point
  • Attachment Rule: Attachment rule — SnapToTarget (default, positions at component origin), KeepRelative or KeepWorld
  • Auto Destroy: Automatically destroy when finished
  • Override Duration: Custom system duration

Typical use: impact sparks, smoke, explosions, movement trails.

Gameplay (3)

Spawn Object

Spawns actors in the world at runtime.

  • Actor Class: Actor class to create
  • Spawn Offset / Rotation: Relative position and rotation
  • Attach To Owner: Attach to the owning actor
  • Life Span: Duration before destruction (0 = permanent)

Typical use: bullet casings, destruction fragments, temporary objects.

Enable

Enables or disables actor visibility and collision.

  • Mode: Enable / Disable / Toggle
  • Affect Visibility: Control visibility (default true)
  • Affect Collision: Control collision (default true)
  • Affect Tick: Control actor tick (default false)

Typical use: activate temporary hitbox, show/hide effects, enable collisions.

Debug

Prints debug messages on screen and/or log for debugging.

  • Debug Message: Text to display
  • Print To Screen: Show on screen (default true)
  • Screen Duration: On-screen message duration (default 2.0s)
  • Screen Color: Text color (default green)
  • Print To Log: Print to Output Log (default true)
  • Include Position/Intensity/Timestamp: Additional information in the message

Typical use: preset debugging, verifying that feedbacks execute correctly.

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