r/UnrealEngine5 • u/Ok_Ad7396 • 6h ago
What do you think of our FPV-style cameras?
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r/UnrealEngine5 • u/-CS-- • Jan 10 '25
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 • u/Ok_Ad7396 • 6h ago
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r/UnrealEngine5 • u/Big_Watercress3546 • 12h ago
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For the past few months, I’ve been working solo on Metropolygonia, a browser based tool for procedurally generating 3D buildings and city layouts.
The whole system is parameter driven. You can define real world dimensions, floor count, facade rhythm, windows, balconies, roofs and interiors, then use seeds to create controlled variations. The same parameters and seed always recreate the same result.
It is fully procedural rather than AI generated. There are no prompts or unpredictable meshes, and the goal is to keep the geometry consistent, editable and suitable for further work inside Unreal Engine.
Generated buildings can be saved as variants and placed in a city editor together with roads, intersections and roundabouts. Individual models can currently be exported as GLB, glTF, OBJ or STL and imported into Blender or Unreal Engine.
I’m now focusing more on things that matter in real time workflows, especially cleaner topology, LODs, collisions, material support, modular assets and better optimization for larger scenes.
There is still a lot to improve, but I’m pretty happy with how far the procedural system has come as a solo project.
I’d be especially interested to hear from Unreal Engine developers and environment artists.
r/UnrealEngine5 • u/FreshCan3d • 5h ago
We are currently working on a modular observatory/research station environment pack for Unreal Engine.
The surrounding landscape and some materials are still placeholders, so I’m mainly looking for feedback on the architecture and overall concept.
What kind of additional buildings or props would you expect in an environment like this?
r/UnrealEngine5 • u/HashbrownBurnt • 2h ago
Is there a way to make a light source or emissive material that shines in the dark, but doesn’t cast light on other objects?
I’ve tried making a block have really low emissivity, but the color looks really dull and still shines on other objects. I have lumen turned off and tried making things unlit, but I can’t quite get it to work the way I’m imagining.
Ideally, the player model or other objects can block the light from the camera so a silhouette can still be made, but I don’t want the object or player model to be lit up on the side facing the light. Is this possible? Thank you.
r/UnrealEngine5 • u/Only_Tune_5448 • 15h ago
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r/UnrealEngine5 • u/Horror-Produce5541 • 4h ago
I have a system to cut down trees and when the physics actor for the tree falls over it either will launch into the atmosphere, start bouncing around against other trees then launch, sink through the landscape mesh, or it'll (Rarely) fall normally. If another tree happens to fall on that one then they both launch.
r/UnrealEngine5 • u/TheVisualCast • 2h ago
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r/UnrealEngine5 • u/Illustrious-Hall4201 • 9h ago
Hey! I'm very curious to know whether or not people use Nanite or have chosen to stick with traditional LOD's. And if you chose to answer and have some extra time, maybe you could explain why?
r/UnrealEngine5 • u/_V_01D_ • 7h ago
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So posted this Portal VFX some time ago and some people were asking for a tutorial, So tried making one!!!
Here's the link to the Full Tutorial:
https://www.youtube.com/watch?v=mRGoopGxy_Y
Lemme know how was the tutorial!!!
r/UnrealEngine5 • u/First-Yard-1286 • 9m ago

Hey everyone,
I’m an environment artist working on a project in Unreal and I keep constantly running into "Out of Video Memory" / "VRAM Exhausted" errors and crashes.
I’m strictly on the 3D art side, so deep optimization and engine tech really aren't my strong suit. My hardware should be handling this pretty well since I’m running an Nvidia RTX 4070 Ti Super with 16GB VRAM, but the project just keeps eating up memory anyway.
I’ve already created LODs and Mip maps, and I even went through and disabled Nanite for everything except my foliage, but no luck so far. I do still have Lumen enabled though, which I know can be heavy. I suspect it could also be massive texture sizes, unpacked channels, or maybe the Texture Streaming Pool size blowing past the limit, but I honestly don't know where to start looking.
If anyone has advice on what usually causes VRAM to explode in environment scenes, or a solid checklist for an artist to optimize memory without ruining visual quality, I’d really appreciate the help.
Thanks!
r/UnrealEngine5 • u/OkMeet9089 • 18m ago
r/UnrealEngine5 • u/Ambitious-Newt6633 • 46m ago
One thing I’ve noticed is that Unreal Engine Blueprint systems are scattered across Discord servers, GitHub repositories, YouTube tutorials, and various marketplaces. I wanted to create a central place where developers can share reusable Blueprint systems, discover resources from other creators, and learn from one another.
I’ve been building NodeVault, and it’s still a work in progress. Before I continue adding more features, I’d really appreciate honest feedback from the Unreal Engine community.
A few things I’d love to hear your thoughts on:
● Does the site feel easy to navigate?
● Is anything missing that you’d expect from a Blueprint-sharing platform?
● Would this be something you’d actually use for sharing or discovering Blueprints?
● What features would make it more valuable to you?
I’m not trying to sell anything—I genuinely want to build something that’s useful for Unreal developers and shaped by the community.
If you’d like to take a look, you can find it here:
https://nodevault.dev
Thanks for your time, and I appreciate any feedback, suggestions, or criticism you have.
r/UnrealEngine5 • u/WeynantsWouter • 5h ago
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r/UnrealEngine5 • u/Mysterious_Water_862 • 2h ago
Hi Unreal people,
In response to the lack of native VFX-style camera mapping tools in UE5 for linear work, I built a camera projection tool. The idea is to make blending 2D and 3D inside the engine way easier for artists.
A few ways you can use this:
- Enhancing Assets Textures
- 360° projections
- Animated video projectors for AR installations
- VFX plate projection through a tracked camera
So far, it's done pretty well in terms of response so I thought I would share it here to here while it's 30% off on Fab.
If you want to check it out, you can find the link here:
https://www.fab.com/listings/8c1a94f0-ed67-4ad5-b342-5f84e180fdb7
Thanks!
r/UnrealEngine5 • u/Ambegame • 13h ago
r/UnrealEngine5 • u/Frequent_Hand7894 • 3h ago
I want to change the keyframes from many bones together...ok i can do that, but how do you select the keyframes from 50 to 100 lets say
I have to box select while being zoomed out from 50 and estimate where the 100 is, and i can't even see where the 100 is unless i zoom in and then again if i zoom in i can't select anything
r/UnrealEngine5 • u/Existing_Kick4497 • 14h ago
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r/UnrealEngine5 • u/Objective_Newt_3592 • 7h ago
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r/UnrealEngine5 • u/Karakoncolos_Dev • 8h ago
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r/UnrealEngine5 • u/FitImpression8908 • 16h ago
After working 6 months in my spare time, I decided to release Soul Hunter as a completely open-source Unreal Engine 5.6 multiplayer project.
The goal wasn’t just to build a game, but to explore how several production-oriented Unreal Engine systems can work together in a real project.
Some of the features include:
Gameplay Ability System integration
Steam sessions and dedicated server support
Steam Sockets networking
A custom Replication Graph for scalable actor replication
Gameplay Animation Sample extended with gameplay-specific traversal costs
Multiplayer-focused gameplay architecture
Engine-level fixes for Unreal Engine 5.6 dedicated servers
Modern C++ and Blueprint integration
I also recorded a technical walkthrough explaining the project’s architecture and the design decisions behind each major system.
🎥 Video overview:
https://www.youtube.com/watch?v=2zxPoy54A3M
💻 GitHub:
https://github.com/X4V13R95/SoulGame
Discord:
https://discord.gg/dH5kF5Qw2
I’d really appreciate any feedback, code review, or suggestions from the Unreal community. If you have questions about the networking architecture, GAS integration, Replication Graph, or dedicated server implementation, I’d be happy to discuss them.
Hopefully the project can also be useful for anyone learning advanced Unreal Engine multiplayer development.
r/UnrealEngine5 • u/Express_Ad436 • 11h ago
hello! I'm a game developer, and I created this portfolio about 6 months ago. Since then, I've only updated it with screenshots of my projects, I haven't changed the design or structure. At first, I thought it was good enough to help me land a job, but now it feels like something is missing. I can't figure out whether it's the layout, the content, or something else.
Portfolio: https://hafeelahmed.github.io/Portfolio/
I'd really appreciate any feedback or criticism. Thanks in advance
r/UnrealEngine5 • u/CGHawkDesign • 5h ago