Feedback Catalog - Game Juice Pro
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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