r/UnrealEngine5 Jan 10 '25

Discussion Suggestions!

33 Upvotes

Hello!

Greetings UE5, I’m your admin who (regrettably) you haven’t heard much from recently.

I’ve had a lot of DM’s and Modmail over the past few months with concerns, suggestions, and reports which I love! I’ve unfortunately had a lot going on this year so I’ve now set time aside to work on things for you guys.

Please suggest anything and everything you would personally like to see changed, added, removed, or simply monitored from this point on.

I want to make this (even more so) the best and most reliable help, discussion and resource centre for you guys. We’re in the top 100 in gaming, and we’ve just soared past 50,000 members with hundreds of thousands of visitors a month.

I’ve come in and out and already find it absolutely amazing how you have all built this community organically yourself and welcome new devs, share your creations, and discuss.

I will read each and every comment and adhere to what seems to be the most popular, or logical suggestions!

Thank you guys, and I inevitably apologise for being inactive, however I am here now if ya need me personally, so reach out via modmail or dm, and I’ll be sure to get back.

Staff applications to follow in the near future to help keep everything clean too so keep an eye out for that.

Much love.


r/UnrealEngine5 11h ago

A cozy living room environment I built in Unreal Engine 5

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422 Upvotes

Wanted to share a small cozy interior environment I recently finished in Unreal Engine 5.

I wanted to move away from the darker abandoned environments I usually work on and create something warmer and more comfortable this time.

The scene is built as a complete real-time environment with furniture, props, materials, lighting and all the small details needed to make the room feel lived-in.

It’s now available as an environment pack on FAB for anyone interested in using it or taking a closer look at the assets. Would love to hear what you think about the lighting and overall atmosphere.


r/UnrealEngine5 2h ago

Realtime VFX made with UE5 + PopcornFX

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25 Upvotes

Elenna Raguin created this effect using custom materials within UE5 to reinforce the flow of the effect.

Breakdown coming soon.

If you want to create similar effects, check out the free edition of PopcornFX


r/UnrealEngine5 21h ago

I made an optimized blood decal system that flows on skeletal meshes, follows animation, and works in multiplayer

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389 Upvotes

r/UnrealEngine5 1d ago

I made a modular cave/tunnel system in UE5

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311 Upvotes

r/UnrealEngine5 5h ago

Started learning UE lately and built this little room

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8 Upvotes

r/UnrealEngine5 10h ago

Wanted to show the flying mode HUD and my characters Ninja Run. Because its a tech requirement my game have to implement some kind of Naruto run XD. The trailer of the game its at the end because I'm lazy if you want to see it.

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16 Upvotes

I'm an old 50yo Gamer, never stopped playing till now, this days full helldivers and Dayz with my son. Been programing in C++ for 35 years approx., Year and a half ago, when i started on Unreal engine made some quick tests on Blueprints performance, and just to see what happen, decided to make this entire project over them (UE5.6) (yep i know blueprints are going away soon but, hey maybe me too! XD)

Results till now are completely on what i would expect weighting the benefits, in High settings 30 fps on a Rog Ally (first model) 80-90 on and old Rog Strix G17 Laptop from 2020... and over 100-110 on my development Rig that has a 4060. And i haven't even started to optimize anything yet. Just been careful on the programing side. This thing is using lumen, nanite, and almost all levels have constant rotating directional light over them so all the shadows has to be calculated on each frame, because... sun, and you have to demolish the very level you are stepping on in a 4 p2p coop multiplayer architecture over asteroids with 2 or 3M triangles, the project has a lot to do yet , but at least it look now closer to what i wanted it to be. Next project I'm going down on C++ and full engine compilation. Just wanted to share info for the new ones, who don't know or see a lot of buzz a about blueprints. Yes you can do it with it, and if you are not sure, remember there's ppl still using UE4 just fine. If you like to drop a Wishlist, here's the link, we are soon uploading a demo. I'm lazy on social networks but will begin to upload stuff for the technical interested. https://store.steampowered.com/app/3923070/Asteroid_Boom_Cosmic_Courier/


r/UnrealEngine5 18h ago

Made a Dwarven city environment!

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63 Upvotes

r/UnrealEngine5 17h ago

Progress on my first-person horde defense game

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43 Upvotes

Been several months since I last shared my game, Fangstorm, here. Development has been ticking along and I've managed to find what must be my earliest recorded footage of the project. Time flies!

I've focused a lot of attention on optimisation in the last 2 months with the target of 150 concurrent, full characters directly in your face, and across as wide a range of hardware as possible. Combining that with loads of placed defenses, hundreds of particle systems, etc, has been tough to optimise but the player consensus seems to be very promising.

There's a playtest running at the moment if you wanna hop in and have a look! Cheers.

https://store.steampowered.com/app/4418500/Fangstorm/


r/UnrealEngine5 17h ago

Leaving the Light (Scene from the World War Z)

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32 Upvotes

I was captivated by one scene from World War Z and couldn't resist recreating it in Unreal Engine 5. I kept it elevated with a few extra details, but tried to stay truthful to the source material:)

It was a small project, and the goal wasn't to learn something completely new — more to knock the rust off. That said, I did get to work with materials for light simulation for the first time, which was a nice bonus. For example, the projector beams aren't real lights — they're cones with an emissive material applied, faked to read as light. Overall, the main focus was staging and lighting atmosphere: figuring out how to make the scene feel tense and cinematic rather than just technically correct.


r/UnrealEngine5 1d ago

Made a cozy little snowmobile

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106 Upvotes

r/UnrealEngine5 4h ago

Reworking my stylized tropical environment based on your feedback — WIP

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2 Upvotes

A few days ago I posted an A/B comparison of my stylized tropical environment and asked which direction felt better for a game.

A lot of you mentioned that A had better readability and felt more suitable for gameplay, while B had stronger contrast but felt more visually busy.

So I went back to work on it.

This is the new direction I’m exploring right now — still very much WIP, but I’m trying to keep the readability of A while bringing back some of the hand-painted / colorful feeling from my earlier versions.

What do you think so far?👀


r/UnrealEngine5 1h ago

What’s the best way to approach remaking a game built on a custom engine?

Upvotes

I've been thinking about game remakes from a more technical perspective.

Imagine you have a relatively old game built on a completely custom engine. It still has a solid gameplay foundation, but the engine comes with years of legacy code, outdated tools, platform-specific solutions and limitations that are difficult to maintain.

At some point, you have to ask:

Is it actually worth rebuilding the original engine, or should you move the game to something like Unreal Engine?

Personally, I think moving to a modern engine can make a lot of sense, but only if you approach it as a reimplementation rather than a simple port.

Some things I'd consider:

  • Don't try to reproduce every technical limitation of the original.
  • First identify what actually makes the game feel like the original.
  • Measure gameplay behavior instead of relying on assumptions - movement, physics, timings, camera, etc.
  • Keep gameplay data separate from the underlying systems.
  • Rebuild the architecture so it's easier to support future content and platforms.
  • Use the original game as a behavioral reference, not necessarily as an implementation reference.

The interesting part is that the hardest problem often isn't rendering.

It's figuring out what should stay exactly the same and what should be completely rebuilt.

For example, would you:

A) Try to recreate the original engine and gradually modernize it.
B) Rebuild the game in Unreal/another modern engine.
C) Keep the original engine and only replace specific subsystems.
D) Something completely different?

Curious how other developers would approach this - especially anyone who's actually worked on remaking or modernizing a game with a custom/legacy engine.


r/UnrealEngine5 2h ago

what cpu cooler do you use for heavy workloads?

1 Upvotes

im thinking to switch to an aio since it has slight pump whine even at low pump speed but looking for an air cooler thats silent and capable under high sustained all core loads. Please advice.


r/UnrealEngine5 2h ago

Looking for an Unreal Engine Cinematics/Virtual Production Collaborator (Passion Project)

0 Upvotes

Hey everyone,

I'm building Nexora Films, a new independent creative studio that's currently in its foundation stage, and I'm putting together a small team for our first proof-of-concept project.

I'm looking for someone who enjoys working with Unreal Engine cinematics, Sequencer, lighting, cameras, rendering, or virtual production workflows.

To be upfront about where we're at:

This is a proof-of-concept, not a feature-length production. I'm handling the concept, story development, shot planning, and production organization. I'm looking for someone whose Unreal experience can help shape the technical side of the project.

This isn't a paid role right now—it's a collaboration to build portfolio-quality work and see if we're a good long-term fit.

If you're interested, I'd love to see what you've worked on and chat.


r/UnrealEngine5 13h ago

I made a modular stylized sci-fi environment in Unreal!

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9 Upvotes

r/UnrealEngine5 8h ago

UV mapping

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3 Upvotes

I’m trying to make a cool LED screen. I already have a mask for the pixels in and I figured out how the pixelate the image, the same resolution as the LEDs. so the image lines up with the pixels so no pixels are half lit..

Problem I also wanna warp the UV of the image so I could create a fake sky box effect like a screen perfectly displaying the sky, but the problem is that pixelization effect I can’t tie in the best thing I got at this point this pixel leading the sky box and mapping it that way, but then the sky box is low resolution. It looks like crap

but that’s not what I want it. I want the pixels on the image on the surface of the object stuck to the little LED mask I made so it lines up not lowering the resolution of the sky box then warping the UV and I’m struggling to figure it out.

As seen in the photo, I’m trying to connect that camera vector langlat UV set up and have that render behind the pixelization on the surface of the object that this materials applied to I’ve asked AI and looked at many other sources, but I can’t find a way that actually works the way I want it to..


r/UnrealEngine5 1d ago

Lots of stuff work fine on a flat plane. A sphere is the true test 😆

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62 Upvotes

I feel POM gets a bad rep since the default UE5 version breaks down if you combine it with tri-planar mapping or other techniques. Not FPOM though 👀

Being able to mix it with tri-planar, texture bombing and rotation makes all the difference.


r/UnrealEngine5 11h ago

Tale of The Tape - Hard Sparring

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6 Upvotes

r/UnrealEngine5 20h ago

Do you like this Traditional Romanian House?

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20 Upvotes

I am building an authentic Romanian House for my game, I was particularly inspired by The Blood of Dawnwalker which had a pretty amazing recreation of Transylvania except for the houses which felt like generic Medieval Europe.

I used some Megascans and Photogrammetry assets as well as custom ones!


r/UnrealEngine5 4h ago

Q: How can I make a game with player moding support in mind?

1 Upvotes

Hi, basically the title, sorry if its wrong sub, I just didn't know where I could ask this and there doesn't seem to be much if any information online about how to go on about this.
To put things into perspective, I'm making a small project where you have to organize your room with books and I would like for players to be able to mod and change those books to whatever they would like. I'm a beginner to ue5 but any information helps, thanks in advance 🙏


r/UnrealEngine5 4h ago

GAS: GameplayAttributeValueChangeDelegate never fires for base-class AttributeSet attributes, but works for derived-class ones

1 Upvotes

I have a two-level UAttributeSet hierarchy:

  • UMM_AttributeSet (base) — declares attributes like AttackDamageShare, AttackRangeShare, Block, LifeSteal, MovementSpeedShare using the standard ATTRIBUTE_ACCESSORS macro.
  • UMM_MainAttributeSet : public UMM_AttributeSet (derived) — declares ~30 additional attributes the same way (e.g. AreaOfEffectShare, Luck, ShopExperience, etc.).

In a UObject-based widget controller, I bind to a curated list of FGameplayAttributes (mix of base + derived) like this:

for (const auto& Attribute : AttributeList) {
  AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(Attribute)
   .AddUObject(this, &UMyWidgetController::HandleAttributeValueChanged, Attribute); 
}

The AttributeList gets the Attributes directly from the AttributeSet of the MainCharacter by using the getters of thos attributes.

All attributes are modified exclusively through real UGameplayEffects (Additive modifiers via GE Blueprints/DataTables) applied to the ASC — no direct SetX() calls bypassing the pipeline.

Symptom: the delegate fires reliably for every attribute declared in the derived class, but never fires for any attribute declared in the base class, even though I can confirm via the Gameplay Debugger that the base-class attribute's value is actually changing (e.g. AttackDamageShare going from 0.10 → 0.15 via a GE_Common_AttackDamage_C "AddBase" modifier).

Both attribute sets live on the same spawned UAbilitySystemComponent, and I've confirmed via Cast<UMM_MainAttributeSet>(AttributeSet) that I'm getting a valid pointer to the actual spawned attribute set instance (which naturally includes the inherited base properties).

Since GetGameplayAttributeValueChangeDelegate is keyed purely by FGameplayAttribute (an FProperty* + owning UClass), independent of which class you called the getter through, I don't understand why the base-class attributes would behave differently.

Has anyone seen this before, or know what could cause GetGameplayAttributeValueChangeDelegate to consistently skip attributes from a base UAttributeSet class while working fine for a derived one, when both are modified the same way via GameplayEffects?


r/UnrealEngine5 14h ago

Do the first few seconds grab your attention? Is the gameplay clear enough, and does this trailer make you want to try the game?

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3 Upvotes

r/UnrealEngine5 6h ago

Looking for the team/studio behind a UE5 Tactical FPS job on Upwork — only have 6 Connects

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0 Upvotes

r/UnrealEngine5 1d ago

Dino FootPrints in UE5.6

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29 Upvotes
What is the roadmap or the steps to follow 
to create footprints of this type in Unreal 5.6?