Unreal Engine plugin · Documentation

Fulmen.
Lightning explosions.

One actor, twenty electric explosions. Drop it, pick a preset: a bolt falls from the sky, the ground cracks, sparks fly, the air bends around the blast and real lights hit your set. Every layer can be tuned or switched off.

Quick start

Drop BP_FulmenEnable the plugin, then drag BP_Fulmen from Plugins > Fulmen Content > Blueprints onto the ground.
Pick a presetIn the Details panel, open the Preset menu. It applies at once.
Watch itTurn on Realtime in the viewport (Ctrl+R): it repeats every few seconds. Or press Play.
The Details panel of a Fulmen Explosion: Preset menu, Size, Intensity, Seed, Asymmetry, the Detonate and Add Explosion At Playhead buttons, and the 13 layers
The Details panel: the Preset menu, global settings, trigger buttons and the 13 layers.
The Fulmen sample level: a dark grid hall with numbered booths, a lightning strike hitting one of them
The sample level /Fulmen/Maps/Fulmen_Showcase: 21 booths, every preset and the 5 scorch styles. Walk in and press Play.

20 presets

The numbers are the booths of the sample level. Each loop plays the preset as it ships, with nothing changed.

13 layers

An explosion is made of layers. Each one has an Enabled box and its own settings, so you can build your own explosion from any preset. Here is Strike Large with one layer switched on at a time:

Two more layers do not show in a still: Charge (arcs converge on a growing core before the blast, used by Plasma Pop, Overload and Nova) and Shake (camera shake for the players nearby, in game).

Distortion

The blast bends the image behind it, like hot air. A heat bubble works as a lens with a heat-haze shimmer, a shock ring runs over the ground and up the walls, and red and blue split apart. Drag the handle:

Strike Large without distortion Strike Large with distortion: the grid bends around the blast Distortion offDistortion on

Scorch styles

The burn mark left on the ground is a decal with relief that catches the light. Its cracks glow, then cool down from the edge towards the centre. Pick a look in Scorch > Style:

Sequencer and Movie Render Queue

Sequencer with the playhead on frame 18: the viewport shows the explosion at that exact moment
The explosion follows the Sequencer playhead. Scrub back and forth: every frame is exact.
Scrub to a frameWith Follow Sequencer ticked (the default), Fulmen reads the time of the open sequence.
Add Explosion At PlayheadSelect the actor and click the button: the blast lands on that frame. Click again on other frames for more.
RenderMovie Render Queue gives the same frames every time, sub-samples included. Nothing to key.

For full manual control, tick Use Custom Time and key Custom Time. Time Scale below 1 gives slow motion.

Blueprints

Spawn an explosion anywhere during gameplay, and react when it hits:

Spawn Fulmen ExplosionFulmen
Exec
Preset Strike Large
Location
Rotation
Size 1.0
Life Span 0 = auto
Return Value
On Hit (BP_Fulmen)Event, fired in game for every hit
Location
Size
DetonateTarget is Fulmen Explosion
Exec

All settings

Fulmen (main)
PresetOne of the 20 presets. Changing it sets every layer.
PlacementGround: arcs crawl on the ground, sparks bounce on it, a scorch mark stays. Air: the blast goes all around, sparks and debris fall to the floor below.
SizeScales the whole explosion (sizes, distances, speeds). 1 suits a human-size scene.
IntensityGlobal brightness of filaments, flash, lights and distortion.
SeedAnother explosion with the same settings.
AsymmetryTilts each blast to a random side, so no two look the same.
Trigger and Pattern
RepeatAn explosion every Interval seconds from First Explosion (Count 0 = forever).
TimesAt the exact times of the Times list.
On FireOnly when Detonate is called.
PatternSingle, Chain (along X), Barrage (random in a disc), Ring, Cluster (in a volume). Hits, Spacing, Delay, Size Jitter, Height.
Layers
StrikeHeight, Lean, Bolts (several converging), Leader Time, Decay, Restrikes, Restrike Window, Brightness, Width, Shape.
BurstCount, Length, Spread (90 = hemisphere, 180 = all around), Grow Time, Duration, Retarget Rate, Bend, Hit Surfaces, Shape.
Ground ArcsCount, Length, Crawl Time, Duration, Follow Ground, Lift, Linger (crackles that keep popping), Linger Arcs, Linger Length, Shape.
ChargeTime, Arcs, Radius, Brightness, Core Size, Implode.
FlashStar (Size, Duration, Brightness, Rays, Chroma), Beams, lens streak, glow ball, Pre Flash.
RingRadius, Duration, Width, Brightness, Ease, Arcs along the front.
SparksCount, Speed, Spread, Gravity, Drag, Bounce, Lifetime, Streak Time, Min and Max Streak, Fade In, colours, Embers.
DebrisCount, Speed, Spread, Size, Gravity, Bounce, Lifetime, Heat, colours.
SmokePuffs, Spread, Size, Rise, Lifetime, Opacity, Color, Flash Lit.
ScorchStyle, Relief, Radius, Lifetime, Glow Time, Opacity, Glow Brightness, Glow Color.
DistortionSee Distortion.
LightIntensity (candelas), Color, Radius, Lift, Shadows, Afterglow, Bolt Light.
ShakeStrength, Radius, Duration, Frequency, In Sequences.
Look, Motion, Sound, Time
LookCore, Glow and Haze colours, Core Width, Glow Width, Haze Width, brightness of each, Min Pixel Width, Hot Spots, Dim Tint. Filaments are never thinner than a pixel: thinner ones get dimmer, so they never shimmer.
MotionShape Rate, Swim Rate, Smoothness, Flicker, Flicker Rate, Branch Rate, Branch Flicker.
SoundA sound played at every hit in game, and its volume. No sound ships with the plugin.
TimeFollow Sequencer, Use Custom Time, Custom Time, Time Scale, Time Offset.

Filaments, flash and smoke keep the same brightness at any exposure, so a preset looks the same in every level. The lights are physical: tune Light > Intensity to your exposure.

Compatibility and performance

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.

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