> For the complete documentation index, see [llms.txt](https://conusyntax.gitbook.io/products/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://conusyntax.gitbook.io/products/creator-camera-pawn/effects.md).

# Effects

Features two specialized categories: **Visual Effects** and **Sound Effects** located in its **Details** under the **Creator Camera** section.

<figure><img src="https://1883754984-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F6EcXMpvBDtWhtztAbvO1%2Fuploads%2FpmUu4aFzNyTAwkBxP58o%2FEffects%201.png?alt=media&amp;token=2bb26d02-c67f-43db-81a0-7e787e550cd9" alt=""><figcaption></figcaption></figure>

#### Visual Effects

The pawn integrates with Unreal Engine's **Niagara System** to spawn particles directly at the center of the camera’s focus point, adding depth and atmosphere to the scene.

**Niagara System Asset**: Assign your preferred particle system here.

**Included Assets**: The project includes two pre-configured systems (found in **FX/NiagaraSystems**):

* **NS\_DustParticles**
* **NS\_EmberParticles**

{% hint style="info" %}
You can substitute these with any custom Niagara particle system that matches your game's aesthetic.
{% endhint %}

#### Sound Effects

This category handles the ambient audio or soundtrack that plays automatically at level start.

**Sound Asset**: Assign the ambient track you want players to hear.

**Volume**: Adjust the slider directly in the Details to mix the background audio appropriately against button click sounds.

**Included Assets**: A default cinematic music track is provided out of the box (found in **Sound/Music/MSS**):

* **MSS\_Music\_AetherTide**
