Unreal Engine plugin · Documentation

Fulgur.
Procedural lightning.

Fulgur draws lightning, electric arcs and energy beams as real 3D geometry, rebuilt every frame. There are no flipbooks and no textured ribbons. Filaments stay razor thin at any distance, branches fork like real discharges, and every bolt lights the scene around it.

A frame depends only on its time. Scrubbing in Sequencer always shows the same bolt, and Movie Render Queue renders the same image every time, temporal sub-samples included.

The Fulgur sample level: a lightning beam under the Fulgur title, above a row of numbered booths

Quick start

  1. Enable Fulgur Lightning in Edit > Plugins and restart the editor.
  2. Open the sample level /Fulgur/Maps/Fulgur_Showcase (Content Browser > Plugins > Fulgur Content > Maps). It has 20 numbered booths, each showing one feature with its settings written on the wall.
  3. Turn on Realtime in the viewport (Ctrl+R) to see the bolts move in the editor. Press Play to see the interactive booths: the moving target, the spinning panel, and Tesla arcs that leap onto you.
  4. To add lightning to your own level, search Fulgur in Place Actors.
Contact sheet of the 20 sample booths
The 20 booths of the sample level.
Tesla arcs pulled onto a character
Booth 09: Tesla arcs pulled onto a character.

Actors

ActorWhat it does
Fulgur BoltA bolt from the actor to a point (the End Point diamond in the viewport) or to a Target actor that can move. Hit Surfaces stops the bolt on the first surface in its way and throws sparks there. Pick a Preset and click Apply Preset: Beam, Strike, Crawl, Slow Motion, Thin.
Fulgur TeslaAn energy core that throws arcs at the surfaces around it. With nothing in reach, the arcs fan out into the air and fade (the "disperse" look). Attract: pawns, including the player, and any actor listed in Attract Actors pull a share of the arcs onto their body when they come within Reach.
Fulgur AuraArcs crawling over the meshes of an actor, set as Target or as the parent the Aura is attached to. On a skeletal mesh the arcs follow the animated pose through the physics asset. On a static mesh, the mesh needs collision.
Fulgur StormSky strikes falling at random inside an Area, down to the ground, each with a flash that lights the scene.
Fulgur Lightning
(component)
The engine on its own, for your Blueprints: call Build(Arcs, Bursts, Glows, Time) every tick with your own arc list.

Each actor carries up to 4 real point lights. They are stretched along the bolt, follow its brightness, and light and shadow the set. Their settings are under Fulgur > Light: intensity in candelas, color, radius, shadows, and Light Lift to raise them off a floor.

Bolt presets

PresetLook
BeamBraided strands between two points, constant energy
StrikeA stepped leader that grows, then the flash, then restrikes (Mode = Strike)
CrawlAn arc flattened against the surface it crawls on
Slow MotionThe arc morphs smoothly instead of jumping
ThinA thin, fast crackle

Main settings

All actors share the settings of the Fulgur Lightning component.

Shape

Look

Motion

Sparks

Strike (Bolt in Strike mode, Storm)

Bolt brightness does not depend on the scene's exposure, so a preset looks the same in any level. The lights are physical (candelas): tune them to your exposure.

Bolts in several colors side by side
Booth 16: core, glow and haze colors.

Sequencer and Movie Render Queue

By default every actor follows the world clock. That is live in the editor viewport (Realtime) and in game.

For cinematics, tick Use Custom Time on each Fulgur actor and key Custom Time linearly on the sequence time (0 s at the first frame). The plugin ships a Python script that does this for every Fulgur actor of the open sequence:

  1. Open your sequence in Sequencer.
  2. Run Tools > Execute Python Script and pick Plugins/Fulgur/Content/Python/key_fulgur_time.py. This needs the Python Editor Script Plugin, which is on by default.

After that:

Time Scale and Time Offset slow down, speed up or shift each actor.

Bloom: Unreal's default bloom at 0.7 to 1 works well. The glow and haze are already drawn by the plugin.

Performance

Compatibility

Support

Questions and bug reports: contentcreatorassetspack@gmail.com. Tell us your engine version and, if you can, attach a screenshot of the actor's settings.

Fulgur by Content Creator Assets · © 2026 Tony Lopez. All rights reserved.