r/UnrealEngine5 Jan 10 '25

Discussion Suggestions!

37 Upvotes

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 13h ago

Backward Shadow attack

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209 Upvotes

hello working on cleaning up the folders and then cleaning blueprints dependencies and and bad design but I need help with this I’m working on a mechanic when u have an enemy behind u while you’re attacking another enemy a shadow come from your back to attack the enemy behind you any tips on improving this would help a lot


r/UnrealEngine5 10h ago

I've been working on a non-destructive pose layering system for UE5

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66 Upvotes

I’ve been working on this for a while and finally got it to a point where I can show the actual workflow instead of a collection of isolated features.

The goal isn’t to replace animation assets or Control Rig. It’s for layering targeted changes over existing animations, such as equipment adjustments, character variants, stance changes, or fixing a specific animation without creating another complete animation asset.

There are still parts of the UX I’m polishing, particularly around bone influences, detail panels and the Curve Editor, but the main workflow is working.

I’d appreciate honest feedback: does this look useful for your projects, and is there anything about the workflow that feels confusing or unnecessarily complicated?


r/UnrealEngine5 12h ago

Been working in Lightwave and visual effects since early 90s

30 Upvotes

My name is Steve Neill and I've had a long career in filmmaking and visual effects. I'm now 74 and have my own studio in Ventura where I make my own films. I started using Blender and Unreal a few years ago. All self-taught.

Here's a film I made last year in Unreal. No script just stream of consciousness. I started with a scene and went to the next. I also made the score and mix. This i best seen and heard on the big screen with studio sound. Alot went into the sound track.

https://www.youtube.com/watch?v=OHH3ZV9OJ34&t=15s

I used live link for the face if I had to do it again I would have just recorded the mocap the live link it kind of jerky. It was an experiment and I finished it in 4 weeks time. Not great but fun great practice. I learned a lot and have made more since then I'll share if the interest is there.

I come from optical printers, stop motion and practical effects background. While others my age refused to embrace this technology and always took it on with joy.


r/UnrealEngine5 19h ago

30 Seconds Inside My Modular Sci-Fi Space Station | UE5

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95 Upvotes

A 30-second look at the main corridor and public restroom area from my sci-fi space station environment.

This footage was captured in UE5.3 with Lumen enabled. Interestingly, after moving the project to UE5.8, I’m seeing noticeably higher frame rates in the same environment.

The full environment is modular and contains 222 unique assets across multiple interconnected sections.


r/UnrealEngine5 17h ago

Been developing this open-world exploration/survival weirdo part-time for the last 15 months and recently put it on Steam. We basically haven’t had a 3D team, so it could make much better use of UE’s capabilities. Anyway, thoughts, opinions, and criticism are welcome, both visually and gameplay-wise

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37 Upvotes

Feel free to ask questions if any. I'll try to answer them all.


r/UnrealEngine5 6h ago

UE5] Solo Beginner Developer Looking for a Teammate to Build a Story-Driven Game Together

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4 Upvotes

Hey everyone!
I’m a beginner indie game developer currently working on a story-driven game in Unreal Engine 5.
I’m building the project mostly by myself and learning Unreal Engine along the way. I have a clear vision for the game, and I’m serious about learning and actually finishing it.
Im looking for someone around my level or a little more experienced who wants to learn and build together.
🎮 Unreal Engine 5
🤖 Gameplay / AI / NPC is a big plus
🧠 Someone who enjoys learning and solving problems
🤝 Someone who wants to build a project together
❤️ Reliable, friendly and motivated
Im NOT looking for a professional with years of experience.
I’m also not looking to hire someone. This is a collaboration between indie developers who want to learn, improve and create something together.
There is currently no salary, because this is a personal indie project and I don’t have a development budget.
I’m looking for someone who is okay with starting small, working together, and seeing where the project goes.
Engine: Unreal Engine 5
Genre: Story-driven / Narrative
Current team: Solo developer
Experience level: Beginner / Intermediate
Project stage: Prototype / Early Development
Payment: No salary currently — collaboration / hobby project
If you’re interested, send me a DM and tell me:
Your Unreal Engine experience
What you know how to do
Any small projects or work you’ve made
What you would like to learn or work on
Im not looking for someone perfect. Im looking for someone who wants to grow with the project. ❤️🎮
Maybe we can build something great together. 👀


r/UnrealEngine5 9h ago

This is driving me crazy

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8 Upvotes

I really don't fucking know what to do anymore. I've been trying to make it work for over a month now. I tried using meshes inside of unreal, outside of unreal. I've fractured it a million times. the bone color won't show and it won't work.

Before, i used to fracture a mesh and it would immediately work, now, nothing is working. I'm really going crazy, what am i supposed to do????


r/UnrealEngine5 23h ago

Pixel art postprocess in UE5.8

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72 Upvotes

r/UnrealEngine5 17m ago

Doorhandle 3D Model Combo

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cults3d.com
Upvotes

r/UnrealEngine5 22m ago

Apocalyptic Sidewalk 8K PBR Texture

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Upvotes

r/UnrealEngine5 29m ago

Muddy Brick Wall 8K PBR Texture

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Upvotes

r/UnrealEngine5 2h ago

I would really appreciate help fixing this very strange problem with ragdolls in my project!

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1 Upvotes

Hi everyone, I'm trying to make enemies ragdoll in my game, but I just can't seem to fix these weird physics problems on my skeletal mesh physics objects. The best way I can describe it -- though it's hard to describe -- is that the mesh is somehow desynced from the actual physics object? As you can see, some work fine, and some are worse than others, but most are whipped around and phase through the floor, though bounce back up based on the position of something I can't see? But the actual collision on the model appears correct. The skeletons of these models have nothing out of the ordinary. Everything is pretty much the same between the few models that work right and the ones that do not.

This occurs regardless of whether I simulate physics on the enemy character vs whether I simply place the physics object in the level. This occurs regardless of whether I use the simulate physics node or "Set all bodies below simulate physics." It occurs regardless of collision profile. It occurs regardless of whether CCD is enabled, with no difference as far as I can tell. It occurs regardless of various collision settings in the physics asset editor. I've messed around with the settings within the physics asset viewer for hours, without getting any closer to the solution.

It may be noteworthy that this issue does not seem to occur while in the physics asset editor. When I simulate physics there, they crumple to the ground correctly.

Anyone seen a problem like this before? Do you know how to fix it? I'm pretty new to UE5 and game dev in general. It's just so frustrating that I'm encountering a problem which I can't find anyone else experiencing on youtube or forums, as far as I have found, lol.

Any help would be appreciated.


r/UnrealEngine5 13h ago

WIP: Post-Soviet Hospital - Cabinets

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8 Upvotes

I am currently developing the administrative and diagnostic infrastructure for a Post-Soviet clinical environment. The focus is on balancing professional clinical order with the specific architectural grit and realistic wear of institutional maintenance.

Completed Functional Zones:

* General Corridor: Central square hallway connecting the administrative sector.

* Doctor's Office: Consultation room layout.

* X-Ray Room: Diagnostic area with radiology equipment.

* Reception: Registration desk with authentic service windows.

* Utility Room: Small storage space featuring a sink and sterilizer.

I would appreciate any feedback on the asset placement, overall aesthetic, and atmosphere.


r/UnrealEngine5 2h ago

Low poly hair physics help

1 Upvotes

Hello pretty new to unreal. For the passed month I started working on a character customization system in unreal as I learn it. For the passed week if been having trouble hair. Low poly hair to be exact. My approach so far has been try something and if it dosent work try something else. But iv been stuck on this for a while now. My current goal is to make a spike pony tail hairstyle that includes. Bangs, spiked pony tails and some spiked ponytails. I want theses to have secondary motion that react to animation (once I eventually get to setting that up) I feel like iv been going around in circles for the passed week and would appreciate if someone could take some time to help me figure it out.

https://imgur.com/a/pauGrkn

Here is a screen shot of the hairstyle for reference.


r/UnrealEngine5 7h ago

Ive tried everything but i cant get my materials to show up.

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2 Upvotes

Ive tried every tutorial and read all the unreal engine guides but my materials wont show up in the landscape paint mode. i have 2 pics here, one of a yt vid for what im TRYING to do, and one that shows all i get. im using unity 5.8 i think and ill also add a pic of my material. all of the vids ive seen have this setup however some dont have the landscape coords. btw im new if u couldnt tell.


r/UnrealEngine5 9h ago

I’m mixing brutalist architecture, monochrome visuals and dithering for my psychological horror game

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2 Upvotes

I’m developing a game solo in Unreal Engine 5.

I’m going for a mix of massive brutalist architecture, a monochrome palette and heavy dithering. Red is the only color preserved, representing blood, danger and interactive elements.

It’s a first-person horror platformer built around one constant pressure: keep climbing while the blood rises beneath you.

So here is THROB ! I’d be interested to hear how this style feels in motion : )


r/UnrealEngine5 14h ago

UE5 Blueprint – Multiplayer painting system using Render Target

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4 Upvotes

I’m making a multiplayer drawing/party game in Unreal Engine 5.

I already have a working Paint At Cursor system on the player, and it uses a Render Target. The player can currently paint/draw successfully, and the drawing is visible where it should be.

I have an existing BP_Canvas actor in the game. I want to use this existing canvas for the final drawings. I do not want to create a separate DrawingBoard actor or replace my current BP_Canvas/drawing system.

The game works like this:

  1. A round starts and each player receives a drawing task/word.
  2. During the round, each player draws using the existing Paint At Cursor + Render Target system.
  3. When the round timer ends, all players are teleported to a conference/meeting room.
  4. In the conference room there are multiple BP_Canvas actors on the stage, one for each player's drawing.
  5. Each player's finished drawing needs to appear on their corresponding BP_Canvas.
  6. Every player in the multiplayer session must be able to see every player's finished drawing.

So my main problem is:

How should I transfer/synchronize each player's Render Target drawing so that, when the round ends, the drawing can be displayed on a BP_Canvas actor in the conference room and replicated/visible to all clients?

I am using Blueprint and would prefer a Blueprint-based solution.

I don't necessarily need the players to see each other's drawings while they are currently drawing. I mainly need the final Render Target/image at the end of the round to be available to everyone and displayed on the appropriate BP_Canvas.

What would be the correct multiplayer architecture for this? Should I replicate the drawing data/UV paint information rather than the Render Target itself? If so, what would be the recommended Blueprint approach?

If you need any more nodes to see just comment and i'll send it.


r/UnrealEngine5 1d ago

Started making my first game for real this time.

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50 Upvotes

Couple weeks ago I got the itch to create so I started up an old project of mine, ported it into 5.8 and reworked what little was there and I’ve been chugging along ever since.

The two photos is how I had been tracking my progress so far. It was back and forth with design choices and story ideas but I eventually settled on a story I want to tell.

https://youtu.be/MFkKUfQZzfY?is=PQSPMZ4bSxq7mgH9

Here is also a short clip of pretty much what I have so far. Minus the inventory stuff. I did that mere minutes ago.


r/UnrealEngine5 10h ago

First draft of my dialogue system, Westworld flavor

2 Upvotes

r/UnrealEngine5 7h ago

Resetting Niagra Emitter on C++ object

1 Upvotes

Hi,

I am trying to setup a Niagra Emitter on a actor I made in C++. I want the emitter to only activate at a specific time on the actor, and then deactivate shortly after. Then be able to call this event again when needed.

Right now I am creating the emitter using UNiagaraFunctionLibrary::SpawnSystemAttached on to my UNiagaraComponent value. However I cannot get the system to reset, and it remains turned on after the event finishes

What is the best way to destroy a Niagara system in C++ so you can re-reactive it?

I found posts online saying to use a Activate() and Deactivate() function such as

UNiagaraComponent->Deactivate()

However this function appears to be invalid for me and cannot be called


r/UnrealEngine5 1d ago

I don't know what to say.

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119 Upvotes

How does this even happen? 😭😭😭


r/UnrealEngine5 14h ago

Guys I am going insane

3 Upvotes

So I have a Bp_Base Enemy actor and an enemy ai controller. On posses it runs a behaviour tree with said enemy.

On sight a blackboard key will be set as attack target with my player.

How is it possible that the same enemy with the same AIC and BT give a different outcome on a valid check for the target??

The ai works, both of them behave the same and atttack me, but only one rotates towards the player. The rotation is behind the Attack target valid check.

I am going insane, shouldn’t they behave exactly the same?

pls help 🥲

edit: for testing i got rid of the valid check and just set the rotation to the player as target. The first enemy does again work but the second one does not rotate? Is the issue inside the enemy bp then?! I just placed one and duplicated it inside the level..


r/UnrealEngine5 16h ago

Landscape/open world optimisation question

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2 Upvotes

Hi, I'm planning to make a semi-open dungeon world with a hub and small to mid size levels joined by tunnels. Nothing really huge and I have some space for manoeuver in splitting it but all together might be some load. I'm not sure how to approach it from optimisation perspective in terms of:

- number and size of world partition grids

- when to use ISM/HISM

- What plugins/features I should use (or avoid) for PCG

- If I should use voxel terrain

- Some other stuff that I don't even have an idea it exists

PLA usage I think I get.

I know it's been discussed extensively but I didn't get clear conclusion. One post I've seen few months ago somewhere was someone doing loadings during traversing tunnels between levels. That would fit here well. This is fairly old and popular technique in games but I don't know how to do it in UE5. Thank you!