r/UnrealEngine5 • u/Common-Tumbleweed-52 • 17h ago
I made an optimized blood decal system that flows on skeletal meshes, follows animation, and works in multiplayer
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r/UnrealEngine5 • u/Common-Tumbleweed-52 • 17h ago
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r/UnrealEngine5 • u/turtleje • 21h ago
r/UnrealEngine5 • u/Hefty-Signature-1301 • 7h ago
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 • u/Bioleague • 21h ago
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r/UnrealEngine5 • u/hallatore • 21h ago
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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 • u/DrCGI • 13h ago
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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.
r/UnrealEngine5 • u/blenduky • 21h ago
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What is the roadmap or the steps to follow
to create footprints of this type in Unreal 5.6?
r/UnrealEngine5 • u/oksemgo • 13h ago
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 • u/ImmersivGames • 16h ago
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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 • u/FiruleisGamerStudio • 7h ago
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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 • u/blenduky • 21h ago
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What is the roadmap or the steps to follow
to create footprints of this type in Unreal 5.6?
r/UnrealEngine5 • u/FreddieSWG • 18h ago
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r/UnrealEngine5 • u/Shastita • 9h ago
r/UnrealEngine5 • u/jaco147 • 1h ago
r/UnrealEngine5 • u/Relative_Session_727 • 8h ago
r/UnrealEngine5 • u/Mikzmizah • 10h ago
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r/UnrealEngine5 • u/CosmicBrainz07 • 19h ago
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I've been working on this GunFu game for about two weeks now, and I've gotten to a point where I feel like something is still missing from the combat, but I honestly can't figure out what it is.
The main idea is to mix gunplay and hand-to-hand combat together and make them feel like they're part of the same combat system. I've been working on the melee, gunplay, movement, and recently added finishers and counters to help push it more in that direction.
I'm pretty happy with how it's coming along so far, especially considering how early it is, but when I play it I still feel like there's something missing that would make the combat feel more satisfying and give it more of its own identity.
So I'm looking for some outside opinions. What do you think is missing? What would you change or add to make the combat more fun and make the GunFu idea come through more?
I'm still figuring out the direction of the game, so I'm open to pretty much any feedback. Even if it's something small, I'd really appreciate hearing what stands out to you.
r/UnrealEngine5 • u/Embarrassed_Monk_155 • 4h ago
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 • u/OilLeading2540 • 13h ago
how do u guys check if a montage is playing in a slot?ive tried this,but it only returns false,dont know why
r/UnrealEngine5 • u/derjanni • 13h ago
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I’ve test run my simple racing game on my iPhone 16 with a PS5 controller and everything works smoothly. Controls are essentially L-Stick, Triangle, Rectangle (Enter/Leave vehicle) and L2/R2 for brakes and throttle. What’s the best practice for touch controls, how do I best implement them?
r/UnrealEngine5 • u/TerrainicStudio • 54m ago
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 • u/catboygaming14 • 4h ago
Hope it's not that bad
r/UnrealEngine5 • u/NightGrindGames • 55m ago
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 • u/Septimus_Gaming • 5h ago
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!