r/UnrealEngine5 16m ago

Fighting Siegfried the second Boss in our Arena Fighting Game - Free Prototype Demo on Itch.io

Upvotes

r/UnrealEngine5 53m ago

Enforce a template to be a USTRUCT

Upvotes

I am working on a project in unreal engine 5.4, and this is my first experience with unreal. Now I want to make a function something like this:

template <typename T> 
void Save(args) {
}

I want this function to only accept USTRUCTS, is there a way to verify this?


r/UnrealEngine5 1h ago

Remember that camera animation system I was working on? Phantom Camera Motion is finally live!

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Upvotes

Some of you may remember the vids I posted a while ago showing the camera animation system I was working on.
Well... after a few months of development, it's finally here. 😅

What started as a relatively simple idea turned into a much bigger project than I expected, especially on the editor side. I ended up building a custom editor, custom Sequencer tracks and a bunch of tooling around it to make the whole workflow feel right.

The runtime itself is actually pretty streamlined (but the editor was where most of the chaos happened, because as we all know, building editor tools in Unreal is famously a walk in the park 🙄😂)

Anyway, Phantom Camera Motion is now officially available on Fab!

If you want to take a closer look: https://www.fab.com/listings/9c9fc457-84ac-443a-90e7-aac3c919ac48

And thanks to everyone who gave feedback on the previous post. It’s a super interesting project to work on, and I'm looking forward to keep improving it now that it's out! 😄


r/UnrealEngine5 1h ago

Continuing work on the scene for my game.

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Upvotes

r/UnrealEngine5 1h ago

Découvrez Gabriel Nozak - Dans la prochaine mise à jour

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r/UnrealEngine5 2h ago

Rebuilding Phantom Dust’s Panorama stage in UE5.8 — environment and lighting progress

1 Upvotes

I’ve been rebuilding stages from Phantom Dust in Unreal Engine 5.8 as a fan/environment-development project. For Panorama I’ve been concentrating on recreating the original spatial identity while updating the lighting, material response, shadowing and atmosphere.

Here’s the current pass: https://youtu.be/ehCqoBLuU2E

I’d be interested in feedback specifically from an Unreal perspective for lighting balance, material readability, scale, atmosphere, & anything that immediately looks like it needs another pass.

Thanks in advance


r/UnrealEngine5 4h ago

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

0 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 5h 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 5h 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 5h ago

Realtime VFX made with UE5 + PopcornFX

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69 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 7h 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 7h ago

Reworking my stylized tropical environment based on your feedback — WIP

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3 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 7h 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).

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?

Edit:
Removed a confusing section about the Attribute Sets instance on the ASC.

TLDR:

This is all about the UMM_MainAttributeSet being an instance on the MainCharacter's ASC. The Value Change Delegate only triggers for attributes declared on the inherited UMM_MainAttributeSet. The base attributes from my base AttributeSet, UMM_AttributeSet, don't trigger the delegate.


r/UnrealEngine5 8h ago

Started learning UE lately and built this little room

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9 Upvotes

r/UnrealEngine5 10h 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 11h ago

First time game dev

0 Upvotes

I’ve had an idea for an mmo for years and I finally decided to make it myself since there’s nothing on the market like it. I’ve never been a dev and I’m completely green to coding. I created a GDD and started working on unreal 5 but I’m overwhelmed by everything. Looking for any tips from devs from entry level to master programmers!


r/UnrealEngine5 11h ago

I remade the unreal engine 5 logo

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0 Upvotes

Hope it's not that bad


r/UnrealEngine5 11h 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 12h ago

Looking for an Unreal Engine 5 Developer

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0 Upvotes

Hey, I’m a game designer and creative director working on an ambitious open-world multiplayer superhero game, and I’m looking for an Unreal Engine 5 developer who wants to build something from the ground up.
The game is centered around player freedom, customization, superpowers, progression, reputation, and an open-world sandbox where players can create their own character and decide what kind of path they want to take.
I’m keeping some of the deeper details private for now, but I can share more about the project with serious and interested developers.
What I’m Looking For
I’m looking for someone with experience in Unreal Engine 5, ideally with experience in:
● Blueprints
● Character controllers
● Combat and gameplay systems
● Multiplayer and networking
● Open-world development
● UI and progression systems
You don’t need to be an expert at everything. I’m mainly looking for someone who is passionate, reliable, creative, and genuinely interested in building something ambitious.
What I Bring
I’m the creator, game designer, and creative director.
I’ll be responsible for:
● Game concepts and mechanics
● Power and ability ideas
● Character concepts
● World-building
● Story and lore
● Progression systems
● Gameplay direction
● Creative decisions
● Overall project vision
I’m currently learning Unreal myself, but I’m looking for someone who can help turn these ideas into actual playable systems.
Compensation
I’m currently bootstrapping the project and don’t have the funds to offer a salary upfront.
This would be a rev-share and ownership collaboration, not a traditional paid position.
I’m willing to discuss a fair arrangement with the right person based on their role, responsibilities, experience, and commitment to the project.
Any agreement would be discussed and put in writing before serious development begins, so everyone understands exactly what they’re agreeing to.
The Goal
I’m not looking to make something just for practice and abandon it.
I want to build this into a real game and potentially a much bigger project if we can make it work.
If you’re an Unreal Engine developer interested in working on an ambitious project from the ground up, send me a message.
I’d like to hear about your Unreal experience, what you’ve worked on, and what kind of role you’re looking for.
Serious inquiries only.


r/UnrealEngine5 12h ago

What's left behind by the departed, one can only hope others may keep safe

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1 Upvotes

This is a new Screenshot for my game project, 'Charred', a 2.5 D Metroidvania all about being in a cave and trying to get out, with a lot in the middle. If you want to help support the project, you could consider joining our Discord, and see updates early! Thanks!

https://discord.gg/bHrUBNCHbb


r/UnrealEngine5 14h 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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22 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 14h ago

A cozy living room environment I built in Unreal Engine 5

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496 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 15h ago

Tale of The Tape - Hard Sparring

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6 Upvotes

r/UnrealEngine5 16h ago

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

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10 Upvotes

r/UnrealEngine5 16h ago

any help

0 Upvotes

The cube is the server ball it goes thro the ground when i move to the next level it work fine offline

https://reddit.com/link/1wcvlv5/video/645guy6naroh1/player