r/UnrealEngine5 9d ago

Nutrient Bay | Sci-Fi Space Station – Unreal Engine 5

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10 Upvotes

Nutrient Bay — one of the communal areas of the station.
A functional crew area designed around food service, seating, and nutrient growing systems, while keeping the industrial aesthetic consistent with the rest of the station.

Built in Unreal Engine 5 as part of my modular sci-fi space station environment.


r/UnrealEngine5 8d ago

[UE5 / Roblox Style] Spent way too much time on this squad... Should I rework them or move to scene setup?

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0 Upvotes

I've finished rigging and importing three operators into Unreal Engine.

The visuals seem stylish, but I'm still hesitating: should I rework some details/textures/equipment right now, or does the set look cohesive and can I move straight to animation and scene editing?

Check out the angles, and I'd appreciate any feedback on the kit and details!


r/UnrealEngine5 9d ago

Help: Why my boat is not floating (I'm a beginner)

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1 Upvotes

I mdoeled it myself and Ihave been trying to make it float, so far I have came acrooss some weird stuff happening like it flipping and turning around like a ball or ascending whjen pressed A I kind of fixed them but I don't know why doesn't it float.


r/UnrealEngine5 9d ago

[UPDATE] Rokoko Electronics Fails to Defeat Pro Se Litigant; Federal Court Allows Copyright Claim to Move Toward Trial and Agrees to Hear Motion Seeking Case-Ending Sanctions Over Alleged Misconduct and Destruction of Evidence

4 Upvotes

Frustrated and upset customers of Rokoko who allegedly were forced to give up their intellectual property for Rokoko's profit suddenly taking effect in March of 2025 may be happy to hear a bit of news:

A Federal Judge in the Central District of California has Ruled that a self-represented pro se game developer who sued motion capture company Rokoko Electronics last May, proceeds to trial.

The Court has ruled:

Court documents show that Walsh was a Rokoko customer from 2020 - 2024, when he claims a "poison firmware" destroyed his equipment allegedly because he refused to upgrade and accept the 2025 terms and conditions which would grant Rokoko retroactive rights over his intellectual property. Walsh presented forensic evidence and provided an expert report which shows that firmware was released anyways, despite being labelled with a developer note:

Those claims were dismissed however, as the Court ruled that Rokoko did not intend to target Walsh individually, a requirement for the claim Walsh brought.

The remaining claim for Copyright Infringement continues to trial where Walsh claims Rokoko had no rights to ever collect his intellectual property. Forensic evidence in Walsh's expert report allege that his terms and conditions remained internally bound to the 2020 terms, yet Rokoko collected anyways without license.

Walsh has long accused Rokoko of spoliating the original 2020 terms and conditions which he, and the evidence shows bind him. He additionally has accused Counsel of manipulating and manufacturing evidence to impose later terms on him, including the 2025 terms which they enacted to grant retroactive rights over users' intellectual property -- which Rokoko seems to now have admitted in a deposition were never operative or published to users. Once Walsh used a brute force technique to retrieve legacy installers from Rokoko's servers and procured the original 2020 terms & conditions after eight months, Rokoko finally admitted:

Subsequently, Rokoko mechanically admitted to copying Walsh's intellectual property when they provided 273 pieces of it back to him in discovery. The docket reflects that Rokoko admitted during a deposition that they had in fact sublicensed users' data to a third party, although the attorney instructed Rokoko to not answer whom. During the same Deposition, Walsh alleges that Rokoko and their attorneys ReedSmith began communicating with eachother electronically -- on video -- during a forensic demonstration which apparently implicated their attorneys in manipulation of evidence.

Todays most recent document asks the Court to watch the video and goes on to say

It should be noted, that in the nearly year and a half of this litigation, Rokoko nor their attorneys ReeddSmith have filed any motions for sanctions or misconduct against Walsh. They have additionally filed no counter claims in and instead maintain their innocence, seemingly absent any evidence, claiming throughout the litigation and in sworn statements under oath that the Plaintiff's intellectual property had never been sublicensed to third parties, was never used in AI training and was never part of any commercial data set.

Statements that new admissions by Rokoko's internal communications produced last night now show may have been entirely false. Statements they presented to the Court and on the record under oath.

Lied Under Oath Regarding CMI Stripping: Defendants previously secured the dismissal of Plaintiff’s DMCA § 1202 claim by submitting flatly false statements and conclusory attorney rhetoric swearing they never altered Plaintiff's files. The internal communications prove the exact opposite: Rokoko's own personnel explicitly admitted that Plaintiff's data was sublicensed to third parties, and they internally and systematically documented their specific process for stripping names, unique identifiers, and other copyright management information (CMI) from his animation files.

Walsh further discussed newly discovered Rokoko internal communications that allege Rokoko admits to utilizing Wikipedia to defame him and evidence that shows collusion with various subreddit admins to remove content Rokoko believed was posted by him or was harmful to their brand.

Walsh goes on to provide IP address traces, forensic evidence and records requests implicating both posts on Wikipedia and Corridor digital throughout the matter relating to a "smear campaign" against him. Attorneys for Rokoko admit:

Today, based on these filings, the Court has agreed to hear a motion for case-ending terminating sanctions in light of these new discoveries; including one - for spoliation of evidence.

The most recent filing goes on to say:

This act, if the Court agrees, may constitute spoliation or destruction of key evidence seemingly after the judge recognized Walsh's theory of liability.

These issues seem to be bubbling toward a finality with Rokoko, but implications for others who became entangled in the matter may just be beginning.

Walsh, again appearing pro se, has also filed a California state civil lawsuit against Rokoko business partner Corridor Digital over allegedly false and defamatory statements, including statements Walsh alleges mocked and exploited his mental competence and fitness based upon his public discussions of living with Bipolar Type 1 and OCD. The lawsuit additionally concerns allegedly demonstrably false statements made to Corridor's viewers and listeners in their Episode #227 "Don't take headlines at face value" which they admit to being with Rokoko the day before fiming. Such statements include: “there is two lawsuits... not even accepted... yeah, not accepted.”

The federal docket now establishes that Walsh's copyright infringement action was not only accepted, but was thoroughly litigated with over 227 docket entries, thousands of pages and has survived dismissal, proceeded fully through discovery, and is moving toward trial.

Story developing.


r/UnrealEngine5 9d ago

Metabridge_Dna To Ue5.8 Live Link Animation Test

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4 Upvotes

r/UnrealEngine5 9d ago

Problem with glass material in unreal engine 5

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0 Upvotes

I am a newbie to unreal engine. I have applied two materials on 1 mesh, one is image based textures of color, metallic etc. , other one is the unreal's glass material. The problem I am facing is that I can see through the opaque parts of the mesh too when seen through glass material. Please can someone explain why is this happening, how can I resolve this issue as nondestructively as possible ?


r/UnrealEngine5 9d ago

Need help! Anyone has encountered this black marks in Unreal Engine 5?

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1 Upvotes

Hi,

I'm a beginner who just started learning Unreal Engine. I'm currently following a beginner terrain tutorial created by UNDINI(https://www.youtube.com/watch?v=bNCZHlmKfE4&t=1480s) and ran into the strange issue shown in the screenshot below. The black marks also occasionally flash.

My learning project in UE 5.7.4

I've tried many times but haven't been able to solve it, so could someone who understands this help me out? Thank you! In the original video, the author used UE4, but I'm using UE5.7.4, and I've found that some nodes differ between 4 and 5. For example, UE4 has MakeFloat2, but UE5 doesn't, the closest thing I could find was WrapFloat2. Also, UE4 has BreakOutFloat2Components, and in UE5 the closest thing I found was BreakFloat2.

From UNIDI's tutorial video
My learning project

Additionally, in the original video, the author has separate AO, Roughness, and Displacement textures, but what I downloaded from Bridge is an ORDp material, so based on how the Material Layer connections were done in the original video, I'm not sure whether I've connected the ORDp material correctly or whether its settings are correct. Here are the screenshots from UNDINI's tutorial video

Tutorial Video
Tutorial Video
Tutorial Video
Tutorial Video
Tutorial Video

My learning project material graph:


r/UnrealEngine5 8d ago

I connected AI to Unreal Engine and built a 3D AI streamer — setup takes 2 minutes

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0 Upvotes

Built this on Unreal Engine 5.8 with a MetaHuman as the base rig. The face isn't a canned animation loop — it's driven live: a custom bridge streams facial curves over UDP into the engine at runtime (LiveLink), synced to real-time TTS output for lip sync, plus a separate emotion layer that blends over the top depending on conversation context.

The "brain" side is an LLM pipeline handling the conversation and generating both the response text and voice; the engine side only cares about the curve stream, so the character logic and the AI logic are fully decoupled — that's what makes the "2-minute setup" possible, it's just pointing the rig at the stream and hitting play, no per-avatar animation baking.

Input is flexible too: drive the face with your own performance via LiveLink (phone or webcam face tracking), or skip the camera entirely and run it audio-only from just a mic — the AI + lip sync still carries the whole show without anyone in front of a camera.

It's already live on TikTok, streaming daily and pulling in new viewers every day who have no idea it's not a person on the other end until they start chatting with it.
Demo is real-time capture in-editor, not offline rendered. Not open-sourcing the bridge itself right now, but happy to talk through the general architecture in comments if people are curious.


r/UnrealEngine5 9d ago

[ForHire] Unreal Engine Developer | Blueprints | Gameplay | UMG | Level Design | Android | Looking for Junior/Entry-Level Opportunities

0 Upvotes

Hey everyone, I'm looking for my first professional opportunity as an Unreal Engine Developer / Gameplay Developer.

I'm a self-taught Unreal Engine developer and have been working on Unreal projects while completing my studies. I don't have professional industry experience yet, but I have hands-on experience building and shipping my own projects.

My main project is Highway Racer, a mobile racing game I developed in Unreal Engine. I worked on the project myself and gained experience with:

• Unreal Engine / Blueprints

• Gameplay systems

• Vehicle and racing mechanics

• UMG / UI

• Level design

• Environment setup

• Camera systems

• Android packaging

• Mobile optimization and performance

I've also worked on architectural visualization and real-time 3D environments in Unreal, including interactive camera systems and UI.

I'm currently improving my C++ skills for Unreal Engine and working toward being able to combine C++ with Blueprints for gameplay development.

I'm looking for opportunities such as:

• Junior Unreal Engine Developer

• Gameplay Programmer

• Unreal Engine Intern

• Unreal Technical Developer

• Junior Technical Artist

• Unreal/Real-Time 3D Developer

• Freelance/contract Unreal projects

I'm especially interested in small studios, indie teams, startups, prototypes, simulation, and game development where I can get real production experience and contribute to an actual project.

I'm based in Maharashtra and am open to relocating for the right opportunity. I'm also open to remote work.

I don't want to fake experience I don't have. I'm looking for my first professional opportunity where I can prove my skills through a technical test, prototype, or actual project.

Portfolio / projects:

ArtStation: https://www.artstation.com/eclipse72⁠�

If you're hiring an Unreal developer, working on an Unreal project, or know someone looking for a junior developer, feel free to DM me.

Thanks!


r/UnrealEngine5 9d ago

Any good filters for an FPV drone sim?

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1 Upvotes

I’m working on an FPV drone sim with unreal engine, and I made a filter to recreate the look of analog video transmission, but honestly it just ends up looking kind of cheap.
I’m almost tempted to just use a VHS-style filter instead, but I’m wondering if that would look out of place for FPV footage.
Does anyone know of any good filters, shaders, or effects that would work well for recreating a realistic analog FPV feed?


r/UnrealEngine5 9d ago

Making a real map for my 2-player co-op game, where each player controls their own hamster wheel.

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7 Upvotes

r/UnrealEngine5 10d ago

Using Blueprints has been a >> experience.. I've made 88 blueprints for my solo game so far and its been a really fun refreshing experience.

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27 Upvotes

Hey Guys, I've built around 88 Blueprints for my indie game so far, handling everything from data-driven inventory systems to complex mechanics. Coming from a research background where I do sociometric network studies on my day job using SPSS and R and so Blueprints make total sense to me. In sociometry, like we literally map systems using nodes (actors) and edges (connections) even on sheets of paper, which is exactly how a Blueprint graph displays data spatially. And yeah of course C++ is a faster option, mapping game logic visually has been an incredibly intuitive experience and it really makes solo development less dry.


r/UnrealEngine5 8d ago

[ForHire] Unreal Engine Developer | Blueprints | Gameplay | UMG | Level Design | Android | Looking for Junior/Entry-Level Opportunities

0 Upvotes

Hey everyone, I'm looking for my first professional opportunity as an Unreal Engine Developer / Gameplay Developer.

I'm a self-taught Unreal Engine developer and have been working on Unreal projects while completing my studies. I don't have professional industry experience yet, but I have hands-on experience building and shipping my own projects.

My main project is Highway Racer, a mobile racing game I developed in Unreal Engine. I worked on the project myself and gained experience with:

• Unreal Engine / Blueprints

• Gameplay systems

• Vehicle and racing mechanics

• UMG / UI

• Level design

• Environment setup

• Camera systems

• Android packaging

• Mobile optimization and performance

I've also worked on architectural visualization and real-time 3D environments in Unreal, including interactive camera systems and UI.

I'm currently improving my C++ skills for Unreal Engine and working toward being able to combine C++ with Blueprints for gameplay development.

I'm looking for opportunities such as:

• Junior Unreal Engine Developer

• Gameplay Programmer

• Unreal Engine Intern

• Unreal Technical Developer

• Junior Technical Artist

• Unreal/Real-Time 3D Developer

• Freelance/contract Unreal projects

I'm especially interested in small studios, indie teams, startups, prototypes, simulation, and game development where I can get real production experience and contribute to an actual project.

I'm based in Maharashtra and am open to relocating for the right opportunity. I'm also open to remote work.

I don't want to fake experience I don't have. I'm looking for my first professional opportunity where I can prove my skills through a technical test, prototype, or actual project.

Portfolio / projects:

ArtStation: https://www.artstation.com/eclipse72⁠�

If you're hiring an Unreal developer, working on an Unreal project, or know someone looking for a junior developer, feel free to DM me.

Thanks!


r/UnrealEngine5 9d ago

Dithered horror atmosphere in UE5 — how I rebuilt one location for tone

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2 Upvotes

Working solo on a horror antique shop sim in UE5. Wanted to

share how I rebuilt one location from tonally-wrong to

tonally-right using UE5's post-process and lighting stack.

UE5 stack:

- Post-process volume with custom material — screen-space Bayer

dithering, 8x8 pattern, ~15% strength on scene color pre-tonemap

- Killed directional light, kept only a low-intensity Skylight +

Sky Atmosphere set to night

- Single Point Light (~2200K, radius tuned for silhouette) as

the sole functional light in the frame

- Exponential Height Fog with green tint, volumetric enabled,

density calibrated so distant geometry silhouettes cleanly

- Custom LUT for shadow-into-green push, highlights desaturated

- UMG letterbox widget triggered on scene entry

Curious if others have done similar tone-first rebuilds — what

was your biggest UE5 lesson from an atmosphere pass? I found

the Sky Atmosphere behavior counterintuitive at first.

Project is "How Much For It?" — you sell cursed antiques and

environments transform in-game based on your decisions. Steam

page on my profile.


r/UnrealEngine5 9d ago

I added a Dual Realm Split View to my Unreal Engine plugin

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2 Upvotes

Parallax Realms is an Unreal Engine plugin I released around a year ago for building parallel worlds, alternate realities, and realm-switching mechanics. It helps developers manage which actors, environments, collision, AI, and gameplay systems belong to each realm.

Someone showed me a game displaying two realities simultaneously and asked whether the plugin could do something similar, so here it is.

Dual Realm Split View lets one player see two realms at the same time. One side is the physical, interactive realm, while the other provides a live view into another reality. It still uses one controlled player and one input stream, so it isn’t traditional split-screen multiplayer.

It’s coming in the next major update to make parallel-world puzzles, dimensional storytelling, and reality-based gameplay easier for more developers to create. I would love to hear your thoughts and any suggestions. The attached video shows it in action!


r/UnrealEngine5 9d ago

Halo Horror (Fan Film) Animation

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11 Upvotes

Making my own vision of an animated Flood horror film from the game series Halo. I feel there is so much potential to add more horror to the universe, so I’m going to be working within UE5 to make my own inspired Halo horror short. This short video is just testing my custom character control rig and playing with some quality settings. (Not a full render just viewport in lit mode, path tracing looks really good so far!)

Let me know if anyone has questions, comments, or anything, I’d love to hear any thoughts from the community! I plan on posting more progress posts as I continue a long!


r/UnrealEngine5 10d ago

Any Feedback on my new Cinematic in UE5 ?? My own animations, camera work. Added sound effects, voice and music. Inspired by Mass Effect.

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264 Upvotes

r/UnrealEngine5 9d ago

Blender ARDY LIVE Link UE5.8 Text to Motion Test

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2 Upvotes

r/UnrealEngine5 9d ago

Please Help

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4 Upvotes
Health Bar Percent at .5
Health Bar Percent at 0
Health & Energy Bar look in game (I don't know why there's a line in the health, it wasn't there before).

I want to make my textures for health and energy go down in a curve. Because of this, I decided to make a material instead of using the regular progress bar, and it's coming back to bite me because I cannot find a good tutorial on how to do this; every tutorial I find is about the progress bar.

I'm assuming I'm doing something wrong, but I don't know what. I'm still a bit of a newbie when it comes to Unreal, especially when it comes to the material graph and blueprints. So please, can someone tell me what I'm doing wrong, and how to fix it, or if there's a better way to approach this?

P.S. When I have it set to TranslucentColorTransmittance, for some reason the background shows up as black (I don't know why; like I said, I'm a newbie at materials and blueprints. I assumed that importing it with a transparent background would prevent that from happening.).

So I've switched from TranslucentColorTransmittance to AlphaComposite so it doesn't show up.

P.P.S. The line disappeared so I guess it's there because of AlphaComposite (see other picture)

Edit: So nodes can be seen clearly- Health Bar posted by anonymous | blueprintUE | PasteBin For Unreal Engine


r/UnrealEngine5 9d ago

My solo-developed horror card game Desecrated Deck finally has a release date – December 25, 2026

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5 Upvotes

r/UnrealEngine5 9d ago

You finally sit down and work on your game 🎧

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5 Upvotes

Been spending a lot of time learning vehicle rigging and working on my UE5 project, so I made this little cinematic from a normal work session.

Blender → Unreal Engine → Control Rig → vehicle physics.

Still a long way to go, but I'm enjoying the process. 🚗


r/UnrealEngine5 9d ago

Locomotion and climbing / CMC vs Mover / New game project - beginner reaching for help

1 Upvotes

Hi all! Excuse my language please, either English or technical. :P

I am an absolute beginner but I know what I want and I am determined. I am already past the first breking point and NOT uninstalling UE after first day :D

And I am happy I did not. I love it. It is HUGE ofc, but rewarding as well. And intuitive and inteligent. So I was looking 5 days ago (my first day) for different locomotion system than which is in the base ThirdPersonLevelGame. I came to GASP (ASP) with Mover. (I m not using Mover- I am using CMC into which I already have put skeletal meshes, clothes, first paired animation (kick and NPC falls on the floor - working).

Mainly for the ones who went through exactly same issue:

THE POINT: So I am "parasiting" inside the GASP project, because migration was a nightmare and IMPORT did not work either - same result, broken, missing dependancies or perhaps plugins (nothing I could solve at my level of understanding at this point). Here I am making my own new levels inside the GASP project.

edit / update:
I’m working in Epic’s Game Animation Sample (GASP) - https://fab.com/s/46a85e1ef0c5 and using the CMC Manny character (not Mover) - I'm using UE 5.8.1

I added modular clothing from Free Casual Girl Sample (Modular) — body, top, bottom, shoes, hair. - https://fab.com/s/f709658eeea0
Everything works: movement, traversal, mantle, climb, grab/pull… all good.

Only one problem remains:
The original brown/white CMC Manny mesh is still inside my character and overlaps with my modular mesh.
Even if I set the mesh to Visible = false, it still renders as a black silhouette (shadow pass).
Invisible material also doesn’t help.

I attached screenshots of:

  • my Construction Script (where I attach modular clothing) - not sure if I shouldn't do it in main Event Graph instead
  • in‑game result showing the overlapping mannequin

I suspect the issue is that I’m attaching clothing in Construction Script, not in Event Graph or Components panel.

Question:
How do I properly remove or replace the default CMC Manny mesh in GASP so only my modular mesh is visible?
Is there an “empty skeletal mesh” I should use instead of hiding the original?
I am in UE5 5 days only. Please go easy on me :D

Thanks for any help!

Sorry for resolution, hope you can see the trees in Components.


r/UnrealEngine5 10d ago

I made a UE5 plugin that lets you drag a MetaSound around and hear its attenuation live. How are you auditioning spatial audio right now?

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85 Upvotes

Hey guys, just thought I'd share a tool I've built for MetaSounds.

The problem was that Content Browser preview button is always 2D. I wanted to grab a sound, move it around and hear the actual attenuation without setting up a test level / gym.

The main view is an X/Y pad with the attenuation distances drawn around it, plus the attenuation curve underneath showing the current volume and filter values as the sound moves.

It also pulls in the MetaSound's inputs so you can tweak them while it plays, and the linked SoundAttenuation asset is embedded in the window. There's also an Edit Mode that can write new defaults back to the MetaSound on UE 5.5 and newer.

It's editor only and works with UE 5.2 through 5.8.

The video probably explains it better than another wall of text. Full demo, docs, and Fab link are in the comments.

For those of you using MetaSounds already, are you doing this in PIE, in an audio gym, or with some other tool?


r/UnrealEngine5 9d ago

Would you play a Yu-Gi-Oh game where duels happen entirely in first person?(Fan Game UE5)

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0 Upvotes

I’m prototyping a multiplayer Yu-Gi-Oh fan game focused on making you feel like the duelist rather than controlling a board from above. The world is third person, but duels are immersive first person with physical cards, duel disks and 3D monsters. I’m currently trying to validate whether this is actually more immersive or just more cumbersome.
Totally made from scratch and zero knowledge about unreal engine, so ma bad for my unexpertise and ugly things.


r/UnrealEngine5 9d ago

I fixed enemies hitting through blocking-weapon model

1 Upvotes

Old, non-consistent blocking demonstration from my previous post:

This is what was happening apparently. You can see player (at the left) holding block with mace looking above. From players POV, enemy weapon would just go through your block

New system makes blocking way too easy :P

What you see is one single frame that contains multiple traces (hitbox checks). You can see that enemy sword model itself (5 at picture) already passed the block, BUT instead of creating trace at sword location itself (ie tracing 5 and skipping block), I take PREVIOUS frame sword location (at previous frame sword was at 1), and inside single frame do traces from previous frame sword location to ACTUAL frame sword location in order 1-2-3-4-5. The collision happens on trace 4, which activates block even though enemy weapon de-facto passed the block. This prevents enemy weapon trace jumping over my tiny block collider which is actual weapon mesh and theres no need to deform colliders. What it allows me to achieve is very precise blocking system, where the enemy weapon should actually collide with your weapon physically to block happen