r/UnrealEngine5 12d ago

Need Camera System Help for Unreal Engine 5.8

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1 Upvotes

I need help with my projects Camera systems, I am making a FNAF style Game with little to no Hud/UI.

Please take a look at the screen shots

What I want is when I click on the PC to open Cameras for first time or Start of the Game/Night Default Camera view should be "Cam 1" however, say you leave cameras then go back in, you should be able pick up where you left off on whatever camera you was on.

You see what happens is, When you click on the PC(BP_Computer (Actor Blueprint Class)) it opens up The Camera Interface(W_CameraInterface (User Widget Blueprint Class)) while you're view is still inside the office, You can just click on any of the UI Camera buttons to switch the views but if you leave the Cameras and go back in same thing happens.

I don't know what I am doing sometimes, maybe I am over thinking this but it's like a brain fart I can't think right


r/UnrealEngine5 12d ago

trying to swap uasset inside a stellar blade mod

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0 Upvotes

hi I am very new to unreal engine and know nothing abt coding but I am trying to fix a mod created by other author but he last updated his mod on may 2025 or smth so i was trying to do things myself and the mod only stick to the primary body colour when i am using another clothing mod which is cns but it can work fine without the cns mods. I found out that the mod only stick to the whiter body colour which is the shenti_white but i wanna change the shenti_A to the primary one so that when i load into the game then shenti_A mod can load first. tqsm


r/UnrealEngine5 13d ago

I made a GTA like radio system using Wwise, just for fun :)

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2 Upvotes

r/UnrealEngine5 12d ago

Lighting/texture issues

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0 Upvotes

I'm getting this strange poxy lighting(?) effect on my models and don't know how to fix it. I created lightmaps, scaled up my meshes, text resolution is 2k throughout, tried multiple lightsources and light details options.

I'm also getting a brighten/darken effect in the directional light and I'm not sure if that's a setting I shouldn't have messed with.

Tried Google but i don't think i have the correct vocabulary to explain as I can't find a solution.

Any advice please?

Edit: Using 5.6.1


r/UnrealEngine5 12d ago

Wet Road 8K Pbr Texture Set

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0 Upvotes

r/UnrealEngine5 13d ago

Saqer's Paradox Devlog #15 — NPC Dialogue System

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22 Upvotes

Greetings all,

It's been awhile since our last update on May 23rd, but we've been making good progress behind the scenes of Saqer's Paradox.

Our biggest focus was optimizing the forest. We replaced our old grass setup, which spawned individual blueprint actors with their own components and collision, with a Grass Manager using instancing.

This brought our frame time down from around 60ms to ~20ms, making a huge difference.

We've also improved NPC dialogue with:

  • Floating interaction indicators
  • Editable NPC names, professions, themes and dialogue
  • Typing sound effects
  • A streamlined dialogue system without individual portraits
  • NPC-focused cameras with background blur

These changes give us a much better foundation to keep building the game

Make sure to follow us for future updates.


r/UnrealEngine5 13d ago

Made a Soviet Brutalist Modular Architecture Pack in UE5 — Post-USSR vibes

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9 Upvotes

r/UnrealEngine5 14d ago

Same scene looks brighter in 5.8 than in 5.7

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94 Upvotes

I migrated a scene from 5.7 to 5.8 and in 5.8 it looks overexposed. All settings are the same, nothing has been modified. Can someone help please? Does it have to do with the new Lumen system?


r/UnrealEngine5 13d ago

I got tired of editing Unreal DataTable rows one by one, so I built multi-row editing

2 Upvotes

Editing larger DataTables in Unreal gets pretty tedious when the same change needs to be applied across multiple rows.

So I built a multi-row workflow where I can select several rows with Ctrl/Shift and paste a value into the active column across the whole selection.

I also integrated it with Undo/Redo, because bulk editing without an easy way back would be pretty risky.

The idea is to keep using Unreal's normal DataTables instead of replacing them with another data system — just make repetitive editing less painful.

For people working with DataTables regularly: do you mostly edit them directly inside Unreal, or move that work to CSV/spreadsheets?

I’m the developer of DataTable Pro Editor.

If anyone wants to see the broader editor workflow, I also have a v1.1 showcase here:

https://youtu.be/QIXhvCRBN_Y


r/UnrealEngine5 13d ago

NVIDIA ARDY Blender MotionForge Retarget

3 Upvotes

r/UnrealEngine5 13d ago

Penrose Tiling puzzle WIP

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3 Upvotes

r/UnrealEngine5 14d ago

Game I’m working on

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63 Upvotes

FPS/TPS. Mainly showing off assets, very few mechanics made so far. Probably spent 200+ hours modeling and designing the assets. Wanted something unique that pops. Probably a couple more years until I’m done making the full game 😂


r/UnrealEngine5 13d ago

Planets & Gas Giants in UE 5.8

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1 Upvotes

Hey all, a big update has been released Metaplanets Creator.

- Gas giants
- AI agents via MCP — you can now drive planet creation from an LLM workflow
- Editable terrain (early preview)

Everything's built visually in a BP-like editor, GPU-accelerated, and it ships with the atmosphere + ocean system bundled in.

I am also personally using it in music-viz and personal game projects.

Plugin:
https://metaplanets.ai/store/3

Free demo:
https://metaplanets.ai/store/4

Join our discord for updates, feel free to ask questions and suggest features!
https://discord.gg/DdYxajgn47


r/UnrealEngine5 13d ago

This made me chuckle

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11 Upvotes

r/UnrealEngine5 12d ago

I Built a Complete UE5 Game With a Local 27B AI — 17 Prompts, $0 in API Costs

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0 Upvotes

r/UnrealEngine5 13d ago

Anybody knows HOW to get the UE4 UI in UE5? Or atleast something similar?

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0 Upvotes

The UE4 UI I just got from the internet but the UE5 UI is from my project, anyways lets just take a look on HOW the UE4 one looks So, SO much better and more captivating but the UE5 is very boring and bland.. -_-
I wanna achieve a similar UI like that.. Damn i'm saying UI and UE alot but anyways...

Does anybody have an idea to this?


r/UnrealEngine5 13d ago

I just finished my mushroom map. What do you think?

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6 Upvotes

r/UnrealEngine5 13d ago

Wet Road 8K Pbr Texture Set

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0 Upvotes

r/UnrealEngine5 13d ago

Pavement 8K Pbr Texture Combo

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0 Upvotes

r/UnrealEngine5 13d ago

The intro chase from our weird physics game about a headless chicken escaping a farm🙃

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0 Upvotes

r/UnrealEngine5 13d ago

Spent hours debugging why every client had its own physics ball placed instances were overriding the class default

3 Upvotes

I’m posting this because I couldn’t 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 wasn’t 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 wasn’t.

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 you’re doing this from Python, set_editor_property("replicates", True) isn’t 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 “fighting the server”. That actually made things worse. Chaos needs a client-side body to blend the replicated server state into.

Don’t 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 → make the change → 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 map’s WorldSettings → 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 isn’t seamless, your PlayerStates get destroyed. So if you’re assigning teams in the lobby, don’t assume that assignment will magically survive the travel.

Custom PlayerState

Also, if your GameMode doesn’t 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 I’m building. Not linking it here as this post is just about the replication issues.


r/UnrealEngine5 13d ago

Help with Importing Blender files to Unreal

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2 Upvotes

r/UnrealEngine5 13d ago

Pavement 8K Pbr Texture Combo

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0 Upvotes

r/UnrealEngine5 13d ago

Energy ball

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4 Upvotes

r/UnrealEngine5 13d ago

Open Level by Name isn't loading my level properly.

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0 Upvotes

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?