Marketplace / Bullet Projectile Subsystem
Bullet Projectile Subsystem
Physics-based bullets in a world subsystem: gravity, drag, wind, penetration, and ricochet — without a projectile actor per shot.
Introduction
What you get
A Unreal world subsystem for ballistic projectiles. Configure speed, mass, cross-section, and drag from data assets. Fire with FireProjectile() / FireProjectiles() from Blueprint or C++.
Penetration uses physical materials. Ricochet uses impact angle and velocity. Wind uses UWindDirectionalSourceComponent.
Impacts can drive Gameplay Cue Notify (Burst) for decals, Niagara, sound, and camera shake. Debug drawing covers paths, hits, and penetration.
Works with Niagara and GAS. Checkout is on Fab.
Plugin · Bullet · Physics
FAQ
Which Unreal versions are supported?+–
UE 5.5 through 5.7, as listed on Fab.
Is this actor-based?+–
No. Projectiles run in a world subsystem so you are not spawning an actor per bullet.
Blueprint or C++?+–
Both. FireProjectile / FireProjectiles and the data assets are usable from either.
Support
Include your engine version and whether you installed to the engine or the project.

