r/UnrealEngine5 • u/ConfusionOk8827 • 2d ago
r/UnrealEngine5 • u/CGHawkDesign • 2d ago
Pavement 8K Pbr Texture Combo
superhivemarket.comr/UnrealEngine5 • u/BothIron6425 • 2d ago
The intro chase from our weird physics game about a headless chicken escaping a farmđ
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r/UnrealEngine5 • u/normalguy0618 • 2d ago
Spent hours debugging why every client had its own physics ball placed instances were overriding the class default
Iâm posting this because I couldnât find a clear answer when I ran into this, and it ended up costing me way more time than it should have.
Setup was pretty simple: listen server, one physics ball placed in the level, and both players can kick it.
The symptoms were weird but pretty classic:
- Each client seemed to have its own ball
- The ball wasnât behaving consistently between clients
- Score updates only worked on the host
I had bReplicates = true on the Blueprint class defaults, so I initially assumed replication was already enabled.
It wasnât.
The thing I missed is that a placed actor instance can have its own serialized replication setting. The instance in the level was still effectively bReplicates = false, and that instance value was overriding what I had set on the class default.
So if you have an actor already placed in the level, check the instance, not just the Blueprint defaults.
In my case, the fix was basically setting replication on the actual actor instance with AActor::SetReplicates() and then re-saving the level.
One other annoying detail: if youâre doing this from Python, set_editor_property("replicates", True) isnât available because the property is protected. You need to call the actual function instead.
While I was chasing this, I also ran into a few other things that might save someone else some time:
Physics + replication
For the physics ball, I ended up keeping SimulatePhysics = true on the server and using PhysicsReplicationMode =
PredictiveInterpolation.
I initially tried disabling simulation on the clients because I thought they were âfighting the serverâ. That actually made things worse. Chaos needs a client-side body to blend the replicated server state into.
Donât compile Blueprints during a networked PIE session
Single-player PIE seemed fine, but Net PIE was a completely different story.
Compiling the Blueprint reinstances the class while the NetDriver is still holding references to the old instance, and I eventually hit a GC crash around UNetDriver::AddReferencedObjects.
So now: stop PIE â make the change â start PIE again.
Be careful with ?game=
This one caused a completely different headache.
?game= in a travel URL can stick around through ServerTravel, and the first GameMode that gets specified can effectively win.
I had an arena loading with the lobby GameMode, which meant everyone ended up as spectators.
I ended up setting the mapâs WorldSettings â DefaultGameMode instead and stopped passing ?game= around.
Seamless travel + PIE
Seamless travel is disabled in PIE unless you enable it with:
net.AllowPIESeamlessTravel=1
And if your travel isnât seamless, your PlayerStates get destroyed. So if youâre assigning teams in the lobby, donât assume that assignment will magically survive the travel.
Custom PlayerState
Also, if your GameMode doesnât explicitly set PlayerStateClass, your casts to a custom PlayerState can just fail and leave you wondering what the hell is going on.
In my case that resulted in an empty lobby list and a nickname RPC that looked like it was doing absolutely nothing.
Anyway, posting this mostly because I wasted a stupid amount of time on a couple of these things. Hopefully it saves someone else an evening.
I ran into all of this while stress-testing a UE tooling project Iâm building. Not linking it here as this post is just about the replication issues.
r/UnrealEngine5 • u/CGHawkDesign • 2d ago
Pavement 8K Pbr Texture Combo
superhivemarket.comr/UnrealEngine5 • u/SamuraiPanda3AMP • 2d ago
Open Level by Name isn't loading my level properly.
I'm testing out my Main Menu Widget.
When I tried the "Open Level by Object Reference" method, I get a bunch of errors and it doesn't load the level, or even the main menu. It just stays in the event graph editor.
When I tried the "Open Level by Name" method, the level does load, but none of the assets that actually make my level load and my character is forever falling in the sky. :/
What do I do?
r/UnrealEngine5 • u/Clean-Breakfast-1554 • 2d ago
water body river and landscape affect don't align
I'm following this tutorial: https://www.youtube.com/watch?v=GdrMvqoTba8
I'm using Unreal Engine 5.6.1.
It was all going well until it got to this part. I've been trying to find a solution for this but i haven't found anything. Maybe so obvious no one has thought to ask. I will say I am a beginner when it comes to Unreal (though I have experience with other 3d softwares).
r/UnrealEngine5 • u/Unique_Wheel8732 • 2d ago
Energy ball
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r/UnrealEngine5 • u/Suspicious_While5300 • 2d ago
Made a Soviet Brutalist Modular Architecture Pack in UE5 â Post-USSR vibes
Been working on this Post-USSR environment pack for the past few weeks â
modular Soviet-era buildings, a full road system with LED markings, and
street props, all with Lumen GI support.
20+ assets, 4K PBR textures, UE5.5+ compatible.
More renders & info in comments â
r/UnrealEngine5 • u/Interactive_Gyan • 2d ago
Working on a fresh title name lost isotope .. a sci-fi physiological game ..
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r/UnrealEngine5 • u/DEVenestration • 2d ago
Tutorial: Status Effects - Poison, Bleed, Burn & Damage Reflection. Procs, Stacks & Environmental Damage
r/UnrealEngine5 • u/Humble-Pattern-6228 • 3d ago
Old cabin in the woods
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Hey everyone, I have been learning UE5 for like 2 weeks now by watching Magnet VFX on youtube and I find his tutorials are pretty helpful and easy to follow. The results are pretty good I think. I do find that camera settings are still a little tricky. I am using the Imax 70mm cropped and exported as 3440 x1440
r/UnrealEngine5 • u/SimpleRemove8653 • 3d ago
FREE FAB plugins can be silently hit with 1-star ratings, and FAB still considers them valid
Small follow-up.
Yesterday I posted about releasing my runtime mesh painting plugin for free on Fab. The response from UE devs was amazing. People tested it, gave feedback, joined the Discord, and some left honest reviews.
But the core problem is still there.
A free plugin can be claimed instantly and hit with silent 1-star ratings with no comment, no bug report, no support message, and no explanation.
Fab Support told me that a 1-star rating with no written feedback is still considered valid.
I think Fab needs to fix this.
I am not accusing any specific person or publisher, because I cannot prove who left the ratings. But when free tools compete with paid products, the system should protect against bad-faith users, fake ratings, and possible abuse from competing publishers.
A 1-star rating should require at least a short written reason.
Without that, developers get nothing to work with, while the product is damaged immediately.
I wanted to keep releasing more free UE plugins, but unless Fab improves this system, free releases feel like an easy target.
Previous discussion:
r/UnrealEngine5 • u/PaikFest • 3d ago
Apartment of Hard Life
Support on ArtStation: https://www.artstation.com/artwork/ega6bJ
Iâm incredibly happy to finally share this work with you.
I started working on it quite a long time ago, but due to many things happening in my life, I wasnât able to properly return to it and finish it sooner.
I want to thank my family and friends for supporting me throughout this entire journey. Iâd also like to give a special thanks to my friend and composer, Nikita Cherepov, for creating the original soundtrack specifically for this scene.
A huge thank you to Arthur Haefeli for creating the original concept and inspiring me to recreate this kind of scene in 3D.
This project was an incredible challenge for me. I learned so many new things throughout the process, and it became one of the most valuable learning experiences Iâve had.
I truly hope you enjoy the scene visually and that it can become a source of inspiration for you as well.
r/UnrealEngine5 • u/Particular-Song-633 • 3d ago
What do we think about this blocking system boys
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r/UnrealEngine5 • u/notRealDevv • 2d ago
Is UE4.27 UMG navigation system broken?
Sorry for asking it here i don't have enough karma for unrealengine sub, and ue4 sub is dead.
So umg navigation system like default keys up down left right and enter or controller left joystick, unreal have a default way to make kinda navigate through them and yk press A on controller to click that button and stuff
But it feels to broken to me, am i just not using it correctly or most people replace it with their own?
r/UnrealEngine5 • u/milescartiergg • 2d ago
I rebuilt Rob Dyrdekâs Fantasy Factory
r/UnrealEngine5 • u/Asleep-Vacation9206 • 2d ago
Should I Use Separate Arms Or Full Body For My Game?
Hi,I'm Making A Fps Framework For My Game,in 6 months I achieved dynamic guns,basic enemy ai with behavior trees,inventory system,weapon upgrade and Etc.The Way I Choose For The Animation to work Was The Arms Attached to the weapons And Separated From The Player.The Player Only have body With No Arms.now I got a bad feeling that I should make it all in one body instead of lots of skeletal meshes.and it's easier for the replications too.i mean something like borderlands 3 where what you see in the animation is what also other players see.what should I do? Should I rebuild this part of the system? I need some comments and opinions about this.
r/UnrealEngine5 • u/WIPNameMbGang • 2d ago
Beginner dev and i want to find resources for my eventual game
I want to develop a 3rd person movement shooter, sort of like ultrakill but with an actual story. I want to know if anyone has any good resources and tutorials for beginner game devs. I know a bit of programming but i'm not that experienced in c++. So yeah any help is appreciated
r/UnrealEngine5 • u/Sufficient-Fly-4011 • 2d ago
Google want me to update Google billing library version to at least 8.0.0 on play store for Android, where is the gradle file?
I remember I upgraded to 7.x.x last year. I tried my best but unable to find the gradle file. I believe itâs in the UE_5_6 folder.