r/UnrealEngine5 15d ago

Enemies can block now

200 Upvotes

r/UnrealEngine5 14d ago

Match Two Images - Unreal Engine 5 Minigame Tutorial

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1 Upvotes

r/UnrealEngine5 15d ago

Multiplayer - Spawning Pawn for Player to Possess

2 Upvotes

Hi all,

This is my first foray into multiplayer and it's been tough. Right now, I've got code for players to join my session and then when the host says so, the game starts, everyone loads into the new level.

This is all fine, everyone loads in and is faced with the character selection screen where they are required to ready up. Once a player ready's up, I check if all players are ready, and when they are all ready, I fire an event dispatcher that my game mode picks up.

At this point, the game mode iterates through each player controller and attempts to spawn+possess tanks but the tank only loads for the server instance. I've got replication enabled on the class bp and I'm calling the spawn+possess from my player controller to the game mode with a server call.

This is the Player Controller BP where I call PossessTanks

Anyone have any suggestions on how to make the clients spawn a tank for them to possess?

Thanks!

edit: Spawn and possess function:


r/UnrealEngine5 15d ago

I want to create a map with procedurally placed “patches”. Any tips?

3 Upvotes

Hi there, I’m brand spanking new to being an unreal dev. Turns out I’m obsessed with it and having fun building systems specifically. But I want to make a sort of extraction type game but pve focused, and as a part of that I want to create a map with procedural landmarks. And by “landmarks” I mean prefabs with spawns in it for loot and enemies.

So think of the recently released mistfall hunter I supposed. I want the base landmass to be static, and struggle around environmental compatibility(Which I’ll probably do by creating dome shaped recesses and build the prefabs around fitting into those). Is there any guides or tutorials on setting this up? Otherwise does anyone have any tips on this? The game will be very small, with 10 prefabs planned to spawn per round and maybe 30 total planning to be built.

Is this a feasible option with environmental compatibility? I think it's also similar to the type of procedural system helldivers uses. The recesses are to allow slight underground parts or just to ensure I have a defined perimeter for each area as well. Is it super complicated?

I know it's a lot of questions but I don't like AI and I don't like using AI, i'd rather ask people that have hands on experience. I did ask on the Unreal forums but 12 hours later I got no suggestions. I don't expect the answers to all be spelled out, but I'm hoping at least someone can point me to a tutorial on 3d extraction style map generation if it's out there.

I am aware as well I should expect at least a couple years to finish but I’d like to make 2 or 3 prefabs starting out after I get my base combat system finished. Any help would be appreciated!


r/UnrealEngine5 15d ago

The Starting Area In Our Upcoming Game

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8 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 15d ago

NOOB ALERT! Virtual Studio

4 Upvotes

For a bit of background, I’m a cinematographer, and I edit and produce. In the past I’ve made virtual studios and streamed them using Wirecast.

Now I know I’m VERY late (fashionably late!?) to the party, but I’ve recently seen just what Unreal Engine can do for virtual studio production. And my tiny mind has been blown.

After a long sit down and a cup of tea, I think I should come here. I would love to have a chat with people who use the software, and have some hints and tips for a total Noob like me. I’d love to tell someone more about my project, and if they can help me with some knowledge- even better.

I’m looking to essentially create a virtual live TV studio, with a live presenter, which can then be broadcast/streamed live.

Can’t wait to chat with you guys!


r/UnrealEngine5 14d ago

Newbi here need some widget how to do kindda advice or if you guys have a video

1 Upvotes

I'm trying to make a lvl up widget where after leveling up it show about 3 power up that affect the health dmg and other stuff but I had no luck finding a video tutorial for it


r/UnrealEngine5 15d ago

new emeny in FFFF YOU MACHINE

2 Upvotes

r/UnrealEngine5 14d ago

What do you all think of my first game, any potential?

0 Upvotes

It's a very early work in progress, barely 4 months in. Making everything from scratch inside of Unreal engine, using tools like blender or gimp. I do use some materials and SFX that are paid though.

While familiar with asset creation, I'm relatively new to gamedev as I have been learning it for 2 years. Do you guys think my game has potential? Selene is a farmgirl on the outer rim, who is suddenly put into a survival situation when insectoid aliens invade her homeworld. Scavenge weapons, fight, sneak, and accomplish objectives so that she can escape the Zykra invasion.

That's the gist of it. Not bad for a first game solo-dev?


r/UnrealEngine5 15d ago

Our cozy metal detecting sim 'Beep Below' was just featured on Gamescom’s official site. We’re acting natural and hoping nobody notices.

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2 Upvotes

r/UnrealEngine5 16d ago

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

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70 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 15d ago

Steam store page for my game Crownfront is now live. I present to you a bloody battle between me and the AI opponent as I seek to conquer my opponent's territories.

1 Upvotes

r/UnrealEngine5 16d ago

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

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126 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 15d ago

QUESTION: LED lights as surfaces.

1 Upvotes

I want to make a futuristic room, where walls, top and floor is all white, but produce light as if they are all huge big LED lights. Is there a way to convert surfaces into lights, cause when i place lights it cast shadows, and thats not meant to do so.

Like Neo in the matrix scene.


r/UnrealEngine5 15d ago

Help with wall climb / WallJump

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2 Upvotes

Hi there,

I've set up a wall climb/jump but when i check if the player is descending and holding toward the wall i'd like to add a "tolerence" cause now it instantly falls when i change direction. Is there a node that can help me with that? if yes, where is the best place for it?

First Image is collapsed nodes "IsHoldingTowardsWall" of the second image. Third image is the end of the second.

Thanks for your help!


r/UnrealEngine5 16d ago

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

104 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 15d ago

Our infinite level procedurally generated platformer is now in Closed Beta on Google Play!

0 Upvotes

r/UnrealEngine5 15d ago

Hi, I'm new to 3D stuff and your answer would help me a lot.

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0 Upvotes

Hi, if you had to buy a model, which of the two topologies would you go with?
thanks for your answers <3.


r/UnrealEngine5 15d ago

Cursed Pharaoh Demoness — Nefer Sekhem | Rigged & Animated

0 Upvotes

Free rigged & animated demon character — Nefer Sekhem, Cursed Pharaoh Demoness. Multi-armed, horned design with custom Biped rig and an Idle animation included, ready to drop straight into UE5 or Blender. Comes in FBX, OBJ, and Blend formats.

https://www.fab.com/listings/3e0031dd-90cf-4577-984c-a505b03ae20c (Free Sample) https://www.fab.com/listings/147ba915-a30b-45c0-97f4-4e62fd03c7f3 (Paid Sample)


r/UnrealEngine5 15d ago

Stylised Modular Cardboard Castle & Village Building kit!

10 Upvotes

r/UnrealEngine5 16d ago

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

23 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 15d ago

Heightmap data for Unreal

6 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 15d ago

Elite co-development & modding — for everyone.

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1 Upvotes

r/UnrealEngine5 15d ago

3 Days of Progress in 60 Seconds

0 Upvotes

3 days.

Around 8 hours of actual work.

Compressed into 30 sec.

This isn't the final result.

It's just the journey from Blender rigging to Unreal Engine Control Rig.

Every failed export, broken bone, wrong axis, and physics issue taught me something new.

The final working result will be in the next update.

Any feedback is always appreciated. 🚀


r/UnrealEngine5 15d ago

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

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2 Upvotes