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Exaro Fire & Smoke Essentials: 45 Niagara Fire, Smoke, Explosion and Dust Effects with Drop-in Blueprints

45 simulated flipbook effects in five families (vehicle fire, open fire, smoke and steam, explosions, dust), each a light one-sprite Niagara system with one shared set of controls, plus drop-in Blueprints (BP_Fire, BP_SmokeColumn, BP_Explosion, BP_DustBurst, BP_BurningWreck) that bring their own light, embers, sparks, debris, a dust ring and a scorch mark, and a Burnable component that sets any actor alight on a call, a hit or damage. Demo, performance and examples maps included.

Fire, smoke and explosions for games, ready to drag into any Unreal Engine 5.7 or 5.8 level.

The effects: 45 Niagara effects in five families, plus a Niagara master per family to make your own. Vehicle fire: engine-bay flames, a black smoke plume, a burning tyre, flames with embers and the burnout. Open fire: a campfire, a brush fire line, a fuel pool fire and a fuel flare-up. Smoke and steam: chimney smoke, an industrial stack and vent steam, calm or leaning in the wind. Explosions: a ground burst, an airburst, a fireball and a low ground blast, from 1 m to 25 m. Dust: impact puffs and the kick-up behind a vehicle. Each is a flipbook rendered from a fluid simulation and plays as a single sprite, cheap enough for gameplay. Flames keep their orange-to-yellow gradient under the engine's auto exposure and bloom, day or night.

The Blueprints: drop BP_Fire, BP_SmokeColumn, BP_Explosion, BP_DustBurst or BP_BurningWreck into a level and set plain controls in the Details panel: Type, Size, Smoke or Wind, Variant, Glow, Opacity and Fade. The fires bring their own flickering point light that lights the ground and props round them, and send up glowing embers; every explosion brings a flash, hot sparks, thrown debris, a ring of dust rolling out over the ground and a scorch mark left on it, each switchable. BP_BurningWreck spreads flames over a vehicle's body under a smoke plume that rises out of them. Fires ignite and go out smoothly on a call.

The Burnable component: add BP_BurnableComponent to any actor and call Ignite, or let a hit or any damage set it alight. The fire is sized to the actor and burns round its sides as well as on top.

The systems on their own: drag any NS_ system into a level, or spawn it from Blueprint. Every system takes the same Controls colour (R glow, G opacity, B size, A fade). Each family has one master material and one Niagara master; every effect is an instance of them.

The maps: open L_FireSmokeDemo and press Play. L_FireSmokePerformance plays all 45 effects at once for profiling; L_FireSmokeExamples shows the Burnable component and each Blueprint set up; L_FireSmokeShowcase stages a few of them side by side.

A user guide ships inside the pack (FireSmokeFX/Demo/Docs). Content only, no plugins or C++.

  • fire
  • smoke
  • explosion
  • vfx
  • niagara
  • flipbook
  • campfire
  • burning car
  • vehicle fire
  • smoke column
  • chimney smoke
  • steam
  • dust
  • fireball
  • blast
  • embers
  • blueprint
  • gameplay
  • particles
  • fluid simulation
  • unreal engine
  • ue5
  • game ready
Type
Levels
Category
VFX
Price
$39.99 USD, one-time
Formats
Unreal Engine project per engine (5.7, 5.8)
Works with
Unreal Engine 5.7, Unreal Engine 5.8
Creator
Hawke Originals
Updated
October 2026