My small personal VFX project. Made with Niagara in Unreal Engine 4.
Ground texture from Megascans.
You spin me right round
Fireball Core Material. Decided to go for a half-procedural sprite instead of sphere mesh, because it allows me to make it perfectly smooth from any view distance and I got smoother distortion with modifying UV's instead of using mesh vertex displacement.
Smoke on impact material. Flames are mostly the same, but using emission channel instead of base color. I dissipating it with Dynamic Parameter, controlled by Niagara. It also uses Sub UV feature to randomly pick one of 4 sprites from atlas.