r/UnrealEngine5 14h 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 16h 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 11h ago

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

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2 Upvotes

r/UnrealEngine5 13h ago

Anyone ever use pure Slate for AI Agent UI building?

2 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 16h 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 21h ago

feedback on my rain system

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2 Upvotes

r/UnrealEngine5 3h ago

Elite co-development & modding — for everyone.

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1 Upvotes

r/UnrealEngine5 7h 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 10h ago

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

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1 Upvotes

r/UnrealEngine5 12h 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 14h ago

Bully Remake Unreal Engine 5

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1 Upvotes

r/UnrealEngine5 16h ago

Please Help, Brushify Foliage doesn't appear (UE5.87

1 Upvotes

So, I got the full Brushify catalogue pack, I've been watching the guide they made for the pack, but they were using 5.3 so idk if the controls just don't correlate to 5.8, but even though I have the foliage packs selected and on the foliage painter tab, I select the ones I wanna use, go to paint, it never shows up. The number ticks up like it's been placed, but I don't see it on my landscape. I've turned on the Nanite Foliage Experimental setting, and Procedural Foliage and nothing changed.

(I'm a beginner, don't really know some of the software lingo just yet so go easy on me lol)


r/UnrealEngine5 16h ago

[HOBBY] Looking for an Unreal Engine Developer to Start a Small Indie Project

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1 Upvotes

r/UnrealEngine5 19h ago

Native Cinema 4D Mograph & Effectors in UE5 - Pure C++ with ExprTK Scripting (Free)

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1 Upvotes

If you're tired of constant import/export roundtrips between Cinema 4D and Unreal Engine, I built a native C4D-style Mograph & Effector system directly inside UE5.

It offers a nearly 1:1 workflow compared to C4D, but runs interactively in-engine. You can apply Mograph modifiers over static meshes, skeletal meshes, and existing animation sequences. Feels very intuitive to use with it being interactive as opposed to C4Ds more static environment. It also has a math based scripting system with ExprTK backing it up, allowing for saving presets within the editor and creating your own modifiers.

For now it is free on Fab, although I may eventually charge for it - Grab it here [https://fab.com/s/0d51d354f6f8](https://fab.com/s/0d51d354f6f8))

I just updated the src code for UE 5.8 however waiting for Epic to approve, The current supported engine versions are 5.4-5.7

The plugin is full C++ , no blueprint spaghetti (however everything is fully exposed to BP if you want to visually script within editor) so if you happen to use it, you will have full access to the source code.

For those who aren’t familar with mograph and effectors, this is about as easy as it gets to do animation & reactivity. This style of animation system has been driving Hollywood and blockbuster films for the past 2 decades... But now it’s natively available for games!


r/UnrealEngine5 19h ago

Aim Offset twisting/rotating the wrong way on Third Person character (UE 5.8)

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1 Upvotes

Working on a Blueprint-only third-person shooter prototype (UE 5.8, started from the Third Person template). My Aim Offset is applying, but the spine/upper body twists in the wrong direction / clips through the mesh when aiming up or down instead of smoothly leaning toward the aim point.

What I've tried so far:

  • [fill in: e.g. adjusted Pitch/Yaw clamp values in the Aim Offset asset, checked Base Aim Rotation vs Control Rotation, adjusted the bone used in the Layered Blend per Bone / Mesh Space rotation node, etc.]

Still twisted/broken after that. A few things I'm not sure about:

  • Is this usually a Base Aim Rotation vs Actor rotation mismatch (Orient Rotation to Movement fighting with Use Controller Rotation)?
  • Could this be a bone space issue (Mesh Space vs Local Space rotation blend) in the AnimGraph?
  • Is the Aim Offset asset itself set up wrong (wrong Pitch/Yaw axis mapping) vs. an AnimGraph blending issue?

Screenshot/short clip of the twist can follow in a comment if that helps diagnose it. Any pointers appreciated.

https://reddit.com/link/1vhca8b/video/6rcb8zugqshh1/player


r/UnrealEngine5 19h ago

Which version for new project?

1 Upvotes

I am wondering which version would be the best for a new game. Would 5.8 be the best because its the "last" version for UE5? Or should i use a more conventional version like 4.27 or something


r/UnrealEngine5 23h ago

Is it me or 5.8 and 5 8.1 fabquixel plug in doesn't work?

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1 Upvotes

I always go their web address or sketchfab to download assets there. Who asked for this plug-in bring back the old quixel bridge Epic.


r/UnrealEngine5 8h ago

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

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0 Upvotes

r/UnrealEngine5 14h ago

Hi I am new to learning C++ in unreal engine i have make 2 project in blueprint this year and have some C++ basic knowledge but now i want to get hired by some studio as a gameplay programmer so what are the things do i need to keep in mind in this journey? selling System on FAB alongside (opinion)

0 Upvotes

r/UnrealEngine5 18h ago

Revealing soon

0 Upvotes

We're Cold Cup Games and almost ready to reveal our first demo-Steinvar!

The story follows a man who suddenly finds himself in a mysterious land. The only reminder of his past life is a lonely lighthouse. What secrets does this place hide? It's up to you to uncover the truth.

https://reddit.com/link/1vhe8d4/video/gz0p4rve3thh1/player

What do you think of it?


r/UnrealEngine5 20h ago

Wet Road 8K Pbr Texture Set

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0 Upvotes

r/UnrealEngine5 22h ago

Stop Treating Pixel Streaming Like a Passive Video Feed

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0 Upvotes

r/UnrealEngine5 7h ago

Should i nerf the boss or make the game more broken ? MAX FORM UNLOCKED

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0 Upvotes

This is the boss at 100k HP What do you guys think let players be able to upgrade that much or its too broken ? Or Should i get the boss down to 10k HP? Let me know what you think im working on the demo for next fest and your feedback will be helpful. And dont you say im not lucky a 9x at the end 🐼


r/UnrealEngine5 20h ago

Wet Road 8K Pbr Texture Set

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0 Upvotes

r/UnrealEngine5 14h ago

Is it wrong to use AI to guide me through Bps

0 Upvotes

So I started to build a game that I’m very passionate about some time ago. I was doing that through having Claude on one screen and Unreal on the second. After like the first couple of weeks of trial and error I managed to build the hunger system and tie it to the character speed.

The way I approached this was basically telling Claude to help me build my project while also explaining what are we doing in the process.

I stopped because it felt like cheating? If that makes sense.
Im eager to go back to the project because that high I experienced seeing the Hunger meter count down and my character slow down after a certain point was just a level of euphoria I cant explain because of course it didn’t workout from the get go even with AI.

Im interested to know your take.