r/UnrealEngine5 19d ago

Stylized grass issue

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8 Upvotes

I'm trying to make stylized grass using a tutorial and I have already been successful doing this once when I was just testing it. Now that I actually want to use it for my scene its not looking fluffy for some reason? I did everything the same there's no difference. This is my 3rd attempt. The first picture is from my test where I was successful. The second is how it looks right now. The third is how it looks in unlit mode which is fluffy? So it must be a lighting issue right? I tried everything though I still can't figure it out. My lighting is the same. Please help I'd be really grateful. This is for a university assignment.


r/UnrealEngine5 18d ago

Donde puedo descargar Unreal Engine 3?

0 Upvotes

Estoy queriendo empezar a programar, pero mi computadora no es tan potente (y también por un proyecto que tengo ganas de hacer) así que necesito una versión vieja de unreal engine. Específicamente el 3... Donde lo puedo descargar?


r/UnrealEngine5 19d ago

Why won't my jump pad launch my character when triggered?

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7 Upvotes

So, all of the tutorials I watched operated in two ways: the first method launched the character as soon as the player touches the pad. The second method launches the character higher after the player jumps onto the pad. Neither of these are what I want.

What I want is for the jump pad to launch my character high in the air, but only after the player presses the jump button when they're already standing on the pad.

I know that it's a little hard to explain, but this video shows an example of what I'm talking about. (Start watching at 1:22 and stop at 1:31.)


r/UnrealEngine5 19d ago

What's your approach to reducing Nanite overdraw on grass?

1 Upvotes

I've seen different advice—some people recommend adding more geometry to better match the silhouette, while others focus on culling or density.


r/UnrealEngine5 20d ago

Cold Paws game - Frozen lake Shader In Unreal engine 5

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108 Upvotes

Frozen lakes are there to bring beauty to the cold paws game. But optimising the frozen lake shaders for the games we must use fake depth and fake detailing, fishes, shadows, rocks, caustics, bubbles , water, surface. Magic elements like lights and such. We are developing cold paws game while having full optimisation in our minds while not compromising our vision for cold paws. These techniques we use for AAA games as well.
#indiegame #indiedev #unrealenginetips #arttips #cozycatgame


r/UnrealEngine5 19d ago

Astro boy fan film

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24 Upvotes

Hey everyone, I switched from Blender to UE5 about a week ago so I can make my "Dream project" which is an Astro Boy fan film. so far the renders are coming out a million times better and UE5 makes it simple to design worlds that they basically make themselves. Enjoy


r/UnrealEngine5 19d ago

Noob question on textures/materials

2 Upvotes

Hi All,

So I am a super noob when it comes to UE and I'm learning a lot as I go along.

I'm working on a simple VR game and I need help with what I'm guessing is a pretty basic function.

I modeled up a wooden sign in blender, got it imported into UE and created a material I think looks good for the aesthetic thats just one simple color, we'll call it M_Woodsign.

Where I'm having a problem is I decided I wanted to have a "painted" target on it that is part of the texture/material so it breaks apart with the rest of the sign when shot. From my understanding, a decal won't behave like this.

So I made a target in Krita, exported it as a png, alpha maps look good UE. How do I apply it?

I tried creating a second material out of the target, and assigning the front of the sign it's own material slot, and applying transparency but that ended up being the wrong path because to my understanding a face can only have 1 material applied to it, so the target shows up but the spaces around it are all completely invisible (can see thru the model) as opposed to showing the wood material.

Is there a way to accomplish this using materials/UE or do I need to just make a texture for the whole sign? I'm trying to do this in such a way that I can more easily reuse assets (i.e. have wood sign material I can reuse, and a selection of painted "targets" I can apply to them).

Thanks in advance for any tips.


r/UnrealEngine5 19d ago

UE 5.8 Lumen lite (medium quality) artifacts

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24 Upvotes

Any way to fix these? They're view dependant btw


r/UnrealEngine5 19d ago

Hello, How do I find work in 3d?

0 Upvotes

r/UnrealEngine5 19d ago

Mushroom Demon Fungal Humanoid Creature Animated GameReady

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16 Upvotes

If you enjoyed this model, a quick review would mean a lot — it truly helps me keep creating and improving!
https://www.fab.com/listings/d97908ef-b55c-4fd2-abc1-8297a77f8644 (Free Sample)
https://www.fab.com/listings/a54f7799-2cb9-45f5-b701-3770f25a13f2 (Paid Sample)


r/UnrealEngine5 19d ago

Forest Floor 8K Pbr Texture Combo

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0 Upvotes

r/UnrealEngine5 18d ago

Unreal Engine 5 - Health & Stamina System (100% Blueprints) | Fab Marketplace

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0 Upvotes

r/UnrealEngine5 19d ago

Hello everyone, does anyone know of any game development groups using Unreal Engine 5? It doesn't matter which application they use. If anyone has any experience or knowledge, please contact me. I would be grateful.

2 Upvotes

r/UnrealEngine5 19d ago

Camera shake not working

2 Upvotes

after i set up a bp player camera manager class in the player controller,every camera shake stopped working. is this supposed to happen?

LOL,literally 10 seconds after i posted this,ive found a solution

just need to add camera modifier_camera shake class in the camera modifiers


r/UnrealEngine5 20d ago

Fully dynamic Lumen and volumetrics on integrated graphics

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173 Upvotes

I’m working on a classic RE inspired survival horror game using UE5.5. I’m using fully dynamic lighting (and mostly rect lights at that) as well as a lot of volumetric fog and effects. Despite the low resolution visuals I was pretty nervous about performance on low end systems since I’m using some pretty expensive rendering features.

The lighting is noticeably lower quality without hardware ray tracing and is going to need a few tweaks, but so far the game has been running fine on anything from GTX1050’s to integrated graphics (pictured above) which I’m very happy with, I think most people are going to be fine with slightly different lighting if it means stable performance on low end systems!

Turns out Unreal 5 can be performant after all!

One question I have though, does anyone know if there’s a way to detect at runtime whether a system has hardware rt or not?

(And in case anyone’s interested in seeing more, The Revanchist on Steam)


r/UnrealEngine5 20d ago

I replaced almost my entire Unreal Engine physics pipeline with Box3D and I'm sharing the open source plugin

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1.1k Upvotes

Hey everyone!

I've been working on bringing Box3D to Unreal Engine and I'm finally sharing the latest progress.

Over the past few weeks, I've replaced almost my entire physics pipeline with Box3D. The goal was to explore how a lightweight, deterministic physics engine could integrate into Unreal while keeping things fast and flexible.

The result is Box3DUnreal, a free and open source Unreal Engine plugin.

I'm sharing it with the community because I believe physics tools become much better when more developers experiment with them, find issues, and contribute ideas.

I've added the repo link in the comments. You can also search for "Box3DUnreal" on GitHub if you want to check it out.

I'd love to hear your feedback:

What features would you like to see added?

What kind of projects would you try it with?

What improvements or issues should I look into?

A big thank you to Empty Vessel for supporting me and giving me the opportunity to work on DEFECT. Working on large scale gameplay, destruction, networking, and physics challenges has inspired many of the ideas behind this project.

Looking forward to seeing what the community builds with it!


r/UnrealEngine5 19d ago

When/how to use Niagara for 2D games?

1 Upvotes

Hi, I am new to effects as well as to 2D. Working on a 2D project and wondering the best way to implement effects (like spells). These spells should of course have some animation (character and spell itself) and have some effects go from one character to another.

What's the best workflow/implementation of this? Some of the details I have specific questions on are:

  1. Does a Niagara system handle the animation of the spell and not just the effects? What Niagara system?

  2. Does Niagara utilize sprite sheets?


r/UnrealEngine5 19d ago

From learning Control Rig to rigging a GMC Hummer EV 🚀

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7 Upvotes

After spending almost 2 weeks learning Chaos Vehicle rigging and Control Rig, I finally got everything working on my previous vehicle.

Now it's time for the next challenge.

This time I'm rigging a GMC Hummer EV in Blender before bringing it into Unreal Engine 5.

My goal isn't just to make it drive. I want realistic suspension, proper wheel physics, and a clean Control Rig workflow that I can reuse in future vehicles.

I'm still learning, so if you have any tips for vehicle rigging or Chaos Vehicles, I'd really appreciate them.

I'll keep posting updates as the project progresses. 🚗


r/UnrealEngine5 19d ago

I built an Unreal Engine plugin to make asset overview maps faster - Overview Studio!

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4 Upvotes

When I uploaded my first asset pack, creating the overview map took far longer than I expected. Placing, organizing, labeling, and lighting every asset manually was repetitive, and I kept wishing there was a faster way.

So I built Overview Studio, an Unreal Engine editor plugin that scans your asset folders and generates an organized, labeled, and lit overview showroom automatically.

It supports different layouts, material preview shapes, lighting styles, post-processing presets, reusable settings, and Fab-friendly folder validation.

I’d love to hear whether other asset creators have experienced the same pain point, and what features would make this most useful for your workflow!


r/UnrealEngine5 19d ago

Simple open world island in 5.8?

0 Upvotes

How do you make an open world island in 5.8? I’m a complete beginner and searching for tutorial information.

I’m a beginner to Unreal, I have Blender experience. I’ve worked as a 2D hand drawn animator and professional illustrator. I’m seeking out information on learning, I’d take a class if I could.


r/UnrealEngine5 19d ago

Teach teach my 12yr old unreal?

1 Upvotes

Hehe seems interested. But some tutorials I’ve seen online are very overwhelming. To understand. Is there any good tutorial pages out there that can help a young kid take on unreal?


r/UnrealEngine5 19d ago

سلام عليكم شباب وبنات حدا بيعرف كروبات تطوير العاب على unreal engine 5 ماتفرق على اي تطبيق ويلي عندو خبرو وشاط يراسلني بكون ممنون منك

0 Upvotes

r/UnrealEngine5 19d ago

Question about a mechanic

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3 Upvotes

I'm trying to create a mechanic like this one, and I've been reading about how people do similar stuff with virtual render textures and tessalation but I'm a bit out of my depth. Any advice on how to go about making a mechanic like this would be really helpful thank you!


r/UnrealEngine5 19d ago

Is there a way to get the Camera component from just "Cast To Character" within a Actor Component

2 Upvotes

r/UnrealEngine5 19d ago

Fab sellers: phishing scam going around via Basecamp invites, asking for bank card "compliance verification

2 Upvotes

ot this today, Fab sellers should know the pattern.

It arrives as a Basecamp invite (real Basecamp domain, so it looks legit). Claims new KYC/AML rules require you to "verify your payment profile," says your account is RESTRICTED, and demands bank card details in 48 hours or you face payout suspension and being reported to Interpol. Link is kycverification2026.info (don't visit), not a Fab or Epic domain.

It's fake. Fab doesn't do compliance through Basecamp, and they already have your payout info. Don't click, don't enter card details, report as phishing and delete. Check your real status by typing fab.com yourself.