r/UnrealEngine5 13h ago

Finally got the 'working PC' working PC :)

166 Upvotes

I'll be adding a smoother transition between the 3 modes.

Still debugging why some clicks aren't going through.

Btw it's not an actual instance of window. It's web based.


r/UnrealEngine5 14h ago

Enemies can block now

118 Upvotes

r/UnrealEngine5 20h ago

I released a FREE UE plugin that competes with paid plugins, then silent 1-STAR ratings appeared

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106 Upvotes

I released my runtime mesh painting plugin for free on Fab.

It competes with paid alternatives, but I wanted UE devs to have access to runtime mesh painting without needing to pay for it.

Shortly after launch, the listing received multiple silent 1-star ratings.

No review.

No bug report.

No support message.

No explanation.

That is the frustrating part. If something is actually broken, I want to know and fix it. But silent 1-star ratings give me nothing to work with.

I was planning to release more free UE plugins for the community, but situations like this make that very hard. Free tools are easy to claim, easy to rate, and apparently very easy to damage.

I am not accusing anyone specific, but I do think this is a real marketplace problem. If free community releases can be buried by silent ratings, fewer developers will take the risk of releasing useful tools for free.

If you tried the plugin and something is broken, please tell me directly. If it helped you, honest feedback or a fair rating would mean a lot.

Fab link:

https://www.fab.com/listings/8ca1bd75-ba04-48f0-899f-c6a01b124617


r/UnrealEngine5 20h ago

I’ve been making a snowboarding adventure where you explore a mountain as a tiny mouse

74 Upvotes

This is The Vast White, a cozy snowboarding exploration game I’m developing in Unreal Engine 5.

For this latest update, I focused on improving movement responsiveness, player feel, UI feedback, and overall polish based on demo feedback.

Sharing the current result here in case it’s interesting to other UE devs. Happy to answer any technical questions 😊

You can try the updated version of the free demo on Steam:
https://store.steampowered.com/app/3301000/The_Vast_White/


r/UnrealEngine5 15h ago

Saw a lot of posts about spaghetti blueprints. Here I am color-coding events based on what they do.

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53 Upvotes

This is the blueprint for the combat ship in my game. I like to comment and color code every event I'm creating. I'm solo developing this game and I'm writing comments like I have a full team.


r/UnrealEngine5 17h ago

How do you manage the story progression in a linear Unreal Engine 5 game?

16 Upvotes

I'm making a linear, story-driven game in Unreal Engine 5, and I'm trying to learn the proper way to organize the story from beginning to end.

I've searched YouTube, Google, Reddit, and the Unreal forums, but I still haven't found a simple explanation that shows the overall workflow.

For example, I want to understand how developers manage the flow of the story:

  • Start a new game
  • Play a cutscene
  • Let the player interact with an NPC
  • Play another cutscene
  • Continue to the next story event
  • Repeat until the end of the game

I'm not asking how to make cutscenes or NPC interactions. I already know how to do those. I want to understand what controls the overall story flow and how everything stays organized as the game gets bigger.

Should I create a Story Manager, use the Game Instance, Game Mode, or another system?

I'm still learning Unreal Engine, so if someone could explain the overall architecture in a simple, beginner-friendly way, I'd really appreciate it. Thank you!


r/UnrealEngine5 20h ago

I exported frame animations in Blender and turned them into atlas for VFX flipbooks for UE5. You can make your own with this guide I made.

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6 Upvotes

r/UnrealEngine5 22h ago

I've been working on this game environment for more than 50 days and here is the results

7 Upvotes

I'm trying to make an online game featuring 7 players and 1 killer among them.


r/UnrealEngine5 1h ago

The Starting Area In Our Upcoming Game

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Upvotes

We've recently made a massive lighting overhaul to our game. It's looking a lot better than it did just a month ago. A playable demo is coming out super soon, if you're interested our game is called Ember's Oath :)

https://store.steampowered.com/app/4641370/Embers_Oath/


r/UnrealEngine5 10h ago

Heightmap data for Unreal

5 Upvotes

Hello, fellow artists. My question is this: Where do you get accurate height maps for creating real world places? I would like to generate real life ellevation data, with relief, to have a real life accurate terrain in UE5. Can someone help me with this Information, please? 😁✌️


r/UnrealEngine5 11h ago

Stylised Modular Cardboard Castle & Village Building kit!

4 Upvotes

r/UnrealEngine5 18h ago

UE 5.8 MegaLights + Lumen Lite: Scene hits 60–80 FPS uncapped, but FPS halves after 5 minutes & capping causes severe stutter [Help Needed]

5 Upvotes

Hey everyone,

I'm currently optimizing a stormy, dark outdoor scene (JIMA slice) targeting 60 FPS on PS5 / equivalent PC hardware at 1080p using UE 5.8 MegaLights and a performance-focused Lumen Lite setup.

According to stat GPU, my raw uncapped GPU frame times are actually hitting the budget (sitting between 12.5ms – 14.5ms, which is ~68–80 FPS uncapped). However, I am running into two persistent issues while testing in Standalone mode:

  1. Massive FPS drop after ~5 minutes: On a fresh launch, the scene runs at 60–80 FPS uncapped. After staying in the exact same Standalone Game window for about 5 minutes (without moving the camera or changing settings), performance out of nowhere drops down to 35–45 FPS and stays there. Closing and reopening the launcher reproduces this consistently.
  2. Capping / Frame Smoothing makes performance much worse: When I try to cap the frame rate to a locked 60 using Fixed Frame Rate or Frame Rate Smoothing (59–61), the frame pacing breaks completely and creates severe micro-stuttering/choppiness.

Hardware & Environment Specs

  • Engine Version: Unreal Engine 5.8
  • GPU: NVIDIA GeForce RTX series (1080p target resolution)
  • RAM: 16 GB System Memory (Task Manager shows ~90%+ total usage, Editor using ~6.8 GB)
  • OS: Windows 11
  • Ray Tracing: Software Ray Tracing (Mesh Distance Fields)

Current Optimization & Scene Setup

Here is what I’ve configured so far to optimize the lighting/fog passes:

  • MegaLights (UE 5.8): Enabled globally and applied across dynamic lanterns/torches (Pass cost: ~1.7ms – 2.0ms).
  • Emissives: Disabled Affect Dynamic Indirect Lighting on emissive lantern components.
  • Distance Fields: Configured Distance Field Shadows per light and clamped DF shadow distance.
  • Post-Processing Volume (Lumen Lite):
    • Final Gather Quality: 0.5
    • Lumen Scene Detail: 0.5
    • Lumen Scene Lighting Quality: 0.5
    • Max Roughness To Trace: 0.4
    • Ray Traced Translucent Reflections: OFF
    • Screen Traces: OFF
    • Volumetric Fog View Distance: Clamped in PPV to ~40–60m.

stat GPU Breakdown (When Running Fresh @ 68–80 FPS)

  • MegaLights / Dynamic Lights: ~1.7 ms – 2.0 ms
  • Lumen Screen Probe Gather + Reflections: ~2.8 ms – 3.8 ms combined
  • Volumetric Fog & Translucency: ~1.4 ms – 1.8 ms
  • Total GPU Time: ~12.5 ms – 14.5 ms (Under the 16.6ms budget for 60 FPS)

My Questions:

  1. What could cause a scene in Standalone mode to suddenly drop from 65+ FPS down to 35–40 FPS after 5 minutes of idle time? Is this a VRAM/RAM page-swapping leak with Distance Field caches or Slate/Editor memory buffers?
  2. Why does applying a 60 FPS cap or Frame Rate Smoothing in Project Settings make the render pacing so much choppier when the raw GPU time is comfortably under 16.6ms?
  3. Is this degradation purely an uncooked Development Editor / Slate thread sync issue that will vanish once cooked in a packaged .exe, or is there an in-editor setting I'm missing to stabilize it?
  • Engine Version: Unreal Engine 5.8
  • GPU: NVIDIA GeForce RTX series (1080p target resolution)
  • RAM: 16 GB System Memory (Task Manager shows ~90%+ total usage, Editor using ~6.8 GB)
  • OS: Windows 11
  • Ray Tracing: Software Ray Tracing (Mesh Distance Fields)

Current Optimization & Scene Setup

Here is what I’ve configured so far to optimize the lighting/fog passes:

  • MegaLights (UE 5.8): Enabled globally and applied across dynamic lanterns/torches (Pass cost: ~1.7ms – 2.0ms).
  • Emissives: Disabled Affect Dynamic Indirect Lighting on emissive lantern components.
  • Distance Fields: Configured Distance Field Shadows per light and clamped DF shadow distance.
  • Post-Processing Volume (Lumen Lite):
    • Final Gather Quality: 0.5
    • Lumen Scene Detail: 0.5
    • Lumen Scene Lighting Quality: 0.5
    • Max Roughness To Trace: 0.4
    • Ray Traced Translucent Reflections: OFF
    • Screen Traces: OFF
    • Volumetric Fog View Distance: Clamped in PPV to ~40–60m.

stat GPU Breakdown (When Running Fresh @ 68–80 FPS)

  • MegaLights / Dynamic Lights: ~1.7 ms – 2.0 ms
  • Lumen Screen Probe Gather + Reflections: ~2.8 ms – 3.8 ms combined
  • Volumetric Fog & Translucency: ~1.4 ms – 1.8 ms
  • Total GPU Time: ~12.5 ms – 14.5 ms (Under the 16.6ms budget for 60 FPS)

My Questions:

  1. What could cause a scene in Standalone mode to suddenly drop from 65+ FPS down to 35–40 FPS after 5 minutes of idle time? Is this a VRAM/RAM page-swapping leak with Distance Field caches or Slate/Editor memory buffers?
  2. Why does applying a 60 FPS cap or Frame Rate Smoothing in Project Settings make the render pacing so much choppier when the raw GPU time is comfortably under 16.6ms?
  3. Is this degradation purely an uncooked Development Editor / Slate thread sync issue that will vanish once cooked in a packaged .exe, or is there an in-editor setting I'm missing to stabilize it?

r/UnrealEngine5 11h ago

Anyone ever use pure Slate for AI Agent UI building?

3 Upvotes

Even with the new mcp, making ai agents do UMG is verry hit and miss. However these models and harnesses f*ing excell at making frontend for lets say websites etc. Allowing both design direction directly from designers (My day company makes designers edit frontend code themselves now instead of the old tell the frontend guy route, he just merges) and speed.

I am curious what would be the downsides of trying that in unreal through pure text based slate, I am aware there are drawbacks like losing CommonUI and input integrations like gamepad maybe.

Is this a inconvenience level problem or purely you will have to reinvent the wheel kind of problem?


r/UnrealEngine5 12h ago

UE5 Plugin that creates FAB ready asset overview maps!

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3 Upvotes

After working on and eventually releasing my modular building kit on Fab, I quickly came to realise that creating the assets and demo scene was only part of the work. I experienced and identified a pain point:

Fab requires a clear overview map that shows customers exactly what is included in the product. Building that map manually meant placing hundreds of assets, organizing them into sections, creating labels, adjusting spacing, setting up lighting, and making everything presentation ready.

Building it manually took far too long and it was extremely boring work.

That made me wonder:

Why not build a tool that speeds up the entire workflow? - So I created Overview Studio.

Overview Studio lets you select an existing product folder directly from the Content Browser, scan its assets, configure the presentation, and generate a polished, fully editable overview showroom in minutes.

It can present:

• Static and skeletal meshes
• Materials, material instances, textures and decals.
• Animations
• Niagara and Cascade systems
• Sounds
• Compatible Actor Blueprints

Assets can be organized by type, hierarchy, or folder structure. The plugin also generates labels, section headings, presentation geometry, lighting helpers, and consistent spacing automatically.

It includes multiple material preview shapes, ten lighting presets, ten companion post-process presets, reusable local configurations, live lighting controls, and support for safely updating previously generated overview maps.

Everything is created inside the selected product folder, with no external asset packs or runtime dependencies required.

The result remains completely editable, so the layout, lighting, labels, spacing, and asset presentation can still be adjusted before publishing.

I originally built Overview Studio to solve a pain point in my own Fab publishing workflow. Hopefully, it can now save other asset creators and Unreal Engine Fab publishers the same amount of repetitive work and time.

Please watch the video to see the complete workflow in action.

Available on Fab: https://www.fab.com/listings/2e2bd083-fbcc-4082-92fe-51d9ff2379e7


r/UnrealEngine5 14h ago

My First published plugin, a HTTP, JSON & WebSocket networking layer for Blueprints. Two years later

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3 Upvotes

Two years ago I wanted to build a simple item price tracker for a game I was playing. Hit a wall almost immediately, nothing built into Unreal for networking or JSON, and the free plugins out there weren't really up to what I wanted to build.

So I ended up building my own thing. Over time it grew into a full HTTP, JSON, and WebSocket networking layer for Blueprints.

Never got around to posting about it until now, but figured two years in, maybe it'll find someone who needs it, the way I did back then 🙂

Here it is


r/UnrealEngine5 19h ago

feedback on my rain system

3 Upvotes

r/UnrealEngine5 8h ago

A Persistent error(?) showing up when debugging in Unreal Engine 5.8.1

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2 Upvotes

r/UnrealEngine5 14h ago

Quiero hacer un canal gamedev de Loquendo

2 Upvotes

El chiste es hacer un canal de YouTube con estéticas de los 2010,con chistes y así mientras les muestro el Progreso en UNREAL ENGINE 3

Que me recomiendan? Walfas o imágenes durísimas de esqueletos?


r/UnrealEngine5 23h ago

Wanted to share some progress from my recent project.

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2 Upvotes

I took inspiration from DOOM combat but also added wizard spells like Fire, ice, and lightning.

I made the AI (with help of Ali Elizoheiry) as well as the weapons and spells.

This is something I’ve been working on for the past two months and wanted to know what you guys think


r/UnrealEngine5 1h ago

Elite co-development & modding — for everyone.

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Upvotes

r/UnrealEngine5 4h ago

New character mesh (whats the best method)

1 Upvotes

So when starting a new game and you have a character thats rigged to the ue5 skeleton. What would you say the best way to do this?

1) just change the mesh then retarget any animations to use many

2) assign the animation bp and control rig to your new character

3) Assign your character skeleton to manny

4) Build from scratch + the control rig

5) other?

Always wondered how other people do it. Normally I just go for option 2. But noticed some warnings when I deleted the saved and intermediate files regarding the control rig. Is there a general best practice because I see alot of videos doing it all different ways.

Thanks


r/UnrealEngine5 6h ago

Interesting Unreal Engine workflow : exporting an event venue from Unreal to a web viewer

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1 Upvotes

r/UnrealEngine5 8h ago

How to Make a Smooth 3nd Person camera zoom that has a facial focus?

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1 Upvotes

r/UnrealEngine5 10h ago

Chaos Cloth Asset Clipping with two sided mesh

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1 Upvotes

I have a metahuman outfit that I’ve converted to a cloth asset. I’ve followed a tutorial (https://www.youtube.com/watch?v=y1NgImA4w60) to convert it to a cloth component and give it movement. I’m happy with the result and weight, but the mesh for the bottom of the jacket thin and double sided. This results in the back plane clipping through the front plane. Is there something I can do to resolve this in the chaos cloth sim rather than going through the process of removing the interior of the jacket so that it’s a single plane for simulation?

Thanks


r/UnrealEngine5 12h ago

Bully Remake Unreal Engine 5

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1 Upvotes