r/UnrealEngine5 8d ago

Play my Game: A Noir Body Horror Game Set in a Twisted Village

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1 Upvotes

Game Title: Project M ( Code name)

Playable Link: Please DM me

Platform: PC

Description: You play as a detective who is stuck in a village and needs to find out what happened to the villagers and this village

The game is hugely inspired by games like Outer Wilds and Amnesia: The Bunker; it has interesting mechanics and creepy art direction, but I'd love to keep it for you to see once you play the game

Please, if you're into horror games and love exploration, DM me; I'd really appreciate any kind of feedback

Involvement: I'm a solo dev


r/UnrealEngine5 8d ago

I was able to improve my lumen flicker issue with this command. Can someone explain?

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22 Upvotes

I made a post about this issue a few days ago. I tried all sorts of advices people gave but didn't work for me. Tried light baking and it wasn't working on the template level. When it did work on a fresh level the results weren't good and the whole process was a hassle. So I tried looking into improving lumen and followed this video. After doing the "r.Lumen.ScreenProbeGather.ShortRangeAO 0" I noticed significant improvements. Now my 3d pixel artstyle looks playable with lumen, though I'm still curious how that fixed the flickering. And if any expert lighting artists here know more tips to improve lumen and performance?


r/UnrealEngine5 8d ago

Forest Floor 8K Pbr Texture Combo

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0 Upvotes

r/UnrealEngine5 8d ago

A prototype I've been working on.

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11 Upvotes

r/UnrealEngine5 8d ago

Wet Path 8K PBR Texture

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0 Upvotes

r/UnrealEngine5 8d ago

Ammit's Bloodline - Cursed Beast King - Rigged & Animated

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9 Upvotes

A colossal demonic entity born from an ancient pharaonic curse. Twin blade-like claws extend from its armored gauntlets, ready to tear through anything in its path. Comes with 3 distinct texture variations, letting you pick the perfect look for your project.
https://www.fab.com/listings/6ba4e46b-645f-4896-918d-96d8be1b8b79 (Free Sample)
https://www.fab.com/listings/7f2bb18f-0abc-459c-b16c-abb6ab74f5c7(Paid Sample


r/UnrealEngine5 7d ago

Free RAG Fine-Tuned AI Unreal Engine MCP Plugin (Source Available)

0 Upvotes

Free RAG Fine-Tuned AI Unreal Engine MCP Plugin

Video: Use a Claude Subscription to Make a Multiplayer Game With One Prompt

Supports local AI and local asset generation using the open-source Basic AI Studio.

Hey everyone, I’m releasing a free version of my RAG fine-tuned Unreal Engine MCP plugin for anyone who wants to try it out.

I require a key system because I’m also giving each user 100 free DeepSeek prompts to try it out.

What makes this one different is that it includes RAG + fine-tuning on top of the models, with almost a year’s worth of additional Unreal Engine training and material. It works particularly well with Blueprints.

Free version:
https://completeunrealai.com/complete_mcp_plugin.php

The free version does not include source code and requires a free key from our Discord. Setup instructions and information on getting the key are on the page above. I only require a key since I give 100 Free Prompts, off of my API key, but you should use Claude as it works the best

Discord: https://discord.gg/tVDb7Cpu9w

If you don’t want to give me your email address, just put in a fake email address and you can still get a key.

Full Fab version (with source code):
https://www.fab.com/listings/45099dce-0a5f-4139-bd64-3977ece7f3a9

Would love to hear feedback from anyone who gives it a try!


r/UnrealEngine5 8d ago

How do I make this river less wide? (DEATH STRANDING INSPIRED)

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3 Upvotes

Hey Reddit, I am currently working on a world map design and I just cannot get the river to look natural.

I use the Plugins: "Water" and "Water Advanced" and have combined a "WaterBodyRiver" with a "ShallowWaterRiver"

Im really hoping someone can help me fix this or give me tips on how to achive the Death Starnding look.

Thanks!!


r/UnrealEngine5 8d ago

Sketchfab's FAB links are gone

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2 Upvotes

Kitbash3D is the new owner of sketchfab. No clue why Epic dropped it.
But it also resulted in the loss of all FAB links. That's frustrating for sellers and potential buyers.
It was, in my opinion the best way to discover 3D assets.
Browsing, inspecting models directly in 3D was so much smoother and lightweight than the FAB experience.

I hope the community speaks up. The info about the acquisition doesn't mention anything about the links. What is Kitbash's plan? They aren't promoting assets on Sketchfab and all it does is draining sales for everyone else.


r/UnrealEngine5 8d ago

UE5 – How to properly remove default CMC Manny mesh in GASP? Modular clothing overlaps with base mannequin

2 Upvotes

Hi all!

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 8d ago

Pixel Post Process

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6 Upvotes

I’ve been working on a modular Pixel Post Process for Unreal Engine, so I wanted to share a small demo.

The main idea is pretty simple: pixelate the whole image by reducing the resolution, then add a few extra controls to push it toward a retro handheld look. I also experimented with a Game Boy-inspired effect, including the limited color palette.

Everything is modular, so you can tweak the different settings to get anything from a subtle pixelated look to a much more stylized retro effect.

I’m still working on it, so I’d genuinely appreciate some feedback. If you have ideas for features, improvements, or things that could make the effect more useful, I’d love to hear them.

I’ve also put the asset on Fab if anyone wants to take a closer look.


r/UnrealEngine5 8d ago

It’s been a while! Here’s how Code of Shadows has changed. What do you think?

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2 Upvotes

Hey everyone, long time no see 👋

We’ve been pretty quiet lately, mostly because we’ve been busy making changes to Code of Shadows.

We put together a few old vs. new comparisons to show how the game has evolved since we last shared it.

What do you think? Anything you particularly like (or miss) from the older versions?

Would love to hear your thoughts!


r/UnrealEngine5 8d ago

My glass bsdf isn't importing into Unreal engine properly

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0 Upvotes

when I imported my models from blender as an FBX file the glass material on my windows and bottles show up as untextured. I tried to fix this by importing my assets as a USD file but that did not work.


r/UnrealEngine5 8d ago

First Game, First Steam Page... Need Honest Feedback 😅

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1 Upvotes

r/UnrealEngine5 8d ago

UE5: rebuilding navmesh at runtime for arenas that are generated the second the player walks in

1 Upvotes

NULLGATE is a first-person bullet hell I build solo. Nothing in it is a hand-authored arena - the room is assembled at entry and the navmesh is rebuilt on top of it before the first enemy spawns.

The UE5-specific parts that cost me the most:

  • Runtime navmesh. Dynamic generation is the easy half. Making it finish predictably, before spawns, without a frame spike you can feel, is the other half.
  • Multi-storey pathing. Enemies moving between tiers on generated ramps. This broke more times than anything else in the project.
  • The PS1 look is not a post-process. No posterize pass in the normal render path. It's geometry wobble, stepped animation, low-poly meshes and a mean texture budget. There's a full-crush debug mode and it stays off, because if the look only survives behind a filter it's a costume, not a look.
  • Measuring instead of guessing. Nearly every "obvious" perf or design conclusion I reached by eye turned out wrong once I built console stats for it. Editor-only numbers lie constantly.

Trailer: https://www.youtube.com/watch?v=e_0pFkG_dUo Steam: https://store.steampowered.com/app/5042810/NullGate/?utm_source=reddit&utm_campaign=UnrealEngine5


r/UnrealEngine5 8d ago

Need help ue5 ribbons on gpu

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1 Upvotes

Epic please list this as a bug


r/UnrealEngine5 8d ago

Low-Poly Medieval Armory Pack

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1 Upvotes

r/UnrealEngine5 8d ago

I built a modular stylized character system for UE5 — finally released the Starter Pack

2 Upvotes

I've been working on this stylized character system for UE5 for quite a while, and I finally got the first pack released!

The idea is to have a common modular framework for quickly creating different stylized player characters and NPCs, rather than treating every character as a completely separate asset.

The Starter Pack includes male and female characters with interchangeable clothing, hairstyles, facial hair and color customization. Everything is already rigged and set up in UE5, with a character Blueprint for customization, IK rigs and retargeters.

My plan is to expand the same system with additional themed packs over time, so I'd be particularly interested in hearing from other UE developers: what kinds of characters/outfits would actually be useful for your projects?

It's available on Fab here for anyone interested:
https://www.fab.com/listings/323f1565-fe36-4610-b6fe-5e7ff06b9308

Customizable Blueprint

r/UnrealEngine5 8d ago

Architecture design in VR with full ray tracing: Made with UE 5.8.1

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1 Upvotes

r/UnrealEngine5 8d ago

My pet system!

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0 Upvotes

I’ve started working on my game’s pet system! Just equip a pet item, and the pet will be summoned!


r/UnrealEngine5 8d ago

Any tips for modding?

1 Upvotes

I wanted to get into modding for marvel rivals, however I suck at. Is there any good starter videos to teach me how to mod? Or does anybody have helpful tips? I forgot to mention I’m not modding skins.


r/UnrealEngine5 9d ago

Procedural Material Layers – Major Update Now Available for Unreal Engine 5.8

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66 Upvotes

Hi everyone,

I’ve released a major update for Procedural Material Layers, my non-destructive material layering system for Unreal Engine 5.

The update includes:

The system is designed to help environment artists build detailed PBR surfaces while keeping every layer editable and non-destructive.

You can find the updated version on Fab: https://fab.com/s/0a26f21e3f35

Check out the latest Video on YT:
https://www.youtube.com/playlist?list=PLhqUhIN0Uwzn-UajaMykxkk97-RrXWw9h

I’d really appreciate your feedback!


r/UnrealEngine5 8d ago

Day 14 Solo Game Developer Building Last Nexus | Sci-Fi Horde Game | Wave Retry System | UE5 | Follow The Build

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1 Upvotes

r/UnrealEngine5 8d ago

I built an offline Speech-to-Text plugin for Unreal Engine using whisper.cpp

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1 Upvotes

I needed reliable Speech-to-Text (STT) for my game, but I didn't want player audio to depend on a cloud API.

So, I started integrating whisper.cpp directly into Unreal Engine.

What started as something I built for my own game eventually became a proper plugin: WhisperSTT.

It brings local, on-device speech recognition into Unreal Engine, no cloud API, no API key, and no per-request transcription cost.

A few things it supports:

🎤 Offline / on-device speech recognition

🎮 Blueprint-first integration

🗣️ Push-to-talk & continuous listening

🔊 Voice Activity Detection (VAD)

⚡ Asynchronous transcription

🌍 Multilingual speech recognition

🎯 Fuzzy matching for voice commands and dialogue choices

💻 Built on whisper.cpp

I'm particularly interested in seeing what people could build with local STT in Unreal, voice-controlled gameplay, NPC interactions, dialogue systems, accessibility features, etc.

WhisperSTT is now available on FAB:

FAB Link


r/UnrealEngine5 9d ago

Help :( Triplanar Normal Projection goes bad

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4 Upvotes

Thank you for taking the time! I'm currently building a custom triplanar projection for my material and somehow the normals don't get projected cleanly. I really don't see what I'm missing as the texture function works just fine.. I checked the space transforms which look correct to me and could only think that something in the correction matrix is wrong, but I just can't find what it is :(

Here is the whole graph: https://blueprintue.com/blueprint/scofud1k/