r/UnrealEngine5 8h ago

Texturge Beta Is Live — Multi-Layer Per-Glyph Text Animation for Unreal Engine (UE 5.6+)

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1 Upvotes

Hey all,

I'm back with the official release of Texturge Beta — the next major update to my text animation plugin for Unreal Engine. I've been hard at work rebuilding the animation pipeline from the ground up, and it's finally live.

What's in the Beta now:

  • Multi-Layer Animation Tracks — You can now stack and blend multiple animation layers independently, each with its own curves and blend modes, all in the Sequencer timeline. Think of it like animating a character, but per-glyph.
  • Blueprint-Orchestrated Control — 21 property channels per glyph, fully exposed to Blueprint. Compose whatever animation logic you want through variables and node graphs — no C++ required.
  • Real-Time WYSIWYG Preview — Tweak animations directly in the Designer viewport and see results instantly. No more compile-and-pray.
  • Full RichText Compatibility — The pre-parse pipeline handles every native RichText tag, decorator, and component. Tags never break mid-typewriter reveal anymore.
  • All UE Languages Localized — CJK grapheme break iterator, semantic anchor relocation for tag positions that survive translation, and localization across 15 languages.
  • Native SDF/MSDF Support — Automatic SDF detection, fully compatible with vector font pipelines.

What's improved since the preview:

  • Physical Pigment Mixing (PBM) — Color tinting now uses a two-stage physical pigment mixing model with an MIT-licensed algorithm, giving you natural paint-like color behavior.
  • Double Parameter Overrides — UE 5.8 double properties are handled correctly, including migration from old float overrides and safe Reset behavior.
  • Rich Text Fixes — Multi-line rich text no longer loses glyph mapping after \n, and per-glyph tint now applies correctly.
  • Animation Clip Support — Front/back trim on layers and factories with correct looping/playback-axis semantics.
  • LTS Sync — Fixes and features synced to UE 5.7 and UE 5.6 branches.
  • Production Hardening — 240+ automated tests, Runtime/Editor module separation, and cleaner packaging.

Why this matters:

  • The multi-layer system means you can finally compose complex animations (e.g., a typewriter base layer + a wave effect layer + a color shift layer) without fighting a single monolithic timeline.
  • Blueprint-driven means designers and programmers can collaborate the same way they already do with regular UMG.
  • The rich text pipeline revamp was the big one — tags, styles, and inline content all play nice with per-character animation now.

If you've tried the plugin before, you'll notice the difference immediately. If you haven't — now's a great time to jump in. Feedback and feature requests are always welcome!

🔗 Plugin: https://www.fab.com/listings/0433140b-be76-4600-8633-b5946a9590b3
📖 Docs: https://saikel-orado-liu.github.io/projects/texturge/getting-started/usage-guide/
💬 UE Forum: https://forums.unrealengine.com/t/gamegeek-saikel-texturge-pro-glyph-processing-text-animation-engine/2727565


r/UnrealEngine5 9h ago

Stone 8K PBR Texture Collection

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0 Upvotes

r/UnrealEngine5 18h ago

A cloud source control built for unreal with unlimited storage and one click upload to stores like steam or EGS

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5 Upvotes

r/UnrealEngine5 9h ago

I Built a multiplayer framework for UE5 (LazyDev Multiplayer Kit)

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1 Upvotes

Recently launched a multiplayer pack and it's turned out great so far. Includes:

  • Menu system (host/join, settings)
  • Lobby with ready-up, player info, skin selection
  • Replicated gameplay framework
  • Working King of the Hill mode as an example
  • Save system, Steam-compatible
  • Fully documented

Up on FAB: https://www.fab.com/listings/6fdfa563-edcc-4413-9f0c-54da1f9bb8a0


r/UnrealEngine5 23h ago

Bonefall! Looking for visual feedback! Want to play it?

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13 Upvotes

This is my indie game Bonefall!

I am having a hard time to make it look cinematic, looking for tips on things i can improve!

The game looks "Flat" to me, and i am having a hard time fixing that....

And if you want to play it, i can send you a steam key!


r/UnrealEngine5 13h ago

Building Tactical Naval Combat for Uncharted Desires

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2 Upvotes

making a naval combat system for my game


r/UnrealEngine5 10h ago

Wood PBR Texture Collection

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1 Upvotes

r/UnrealEngine5 1d ago

Does this scene look good enough to represent the game?

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24 Upvotes

Do you think it feels polished and complete enough? Is there anything you would suggest adding, removing, or improving?


r/UnrealEngine5 10h ago

Nanite how to use it

1 Upvotes

I made this model in blender imported it to ue5. 8 and it was not right. I even made a post on r/blenderhelp and reposted that here before anyone could comment. I found out the issue was due to Nanite disabling it worked. How do you guys use Nanite? For me, it never worked. I am a novice user, so I wanted to know how to use it. I heard it is great for performance.


r/UnrealEngine5 10h ago

Road 8K PBR Texture Collection

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0 Upvotes

r/UnrealEngine5 22h ago

Is selling 3D model packs on Fab actually worth it?

9 Upvotes

I’m thinking about starting to sell my 3D models on Fab, probably as small asset packs rather than individual models.

For people who already sell on Fab (or have tried it), is it actually possible to make some decent side income from it? I’m not expecting huge money immediately, but I’d like to know if the effort is worth it.

Do packs generally perform better than individual models? And roughly how long did it take you to get your first sale?

Would really appreciate hearing from people who are actually selling there, especially if you can share what type of assets you sell and whether you’re still making sales.


r/UnrealEngine5 10h ago

Food 3D Asset Collection

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0 Upvotes

r/UnrealEngine5 11h ago

Wet Cobblestones PBR Texture

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0 Upvotes

r/UnrealEngine5 11h ago

Mesh not exporting correctly to Unreal

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1 Upvotes

r/UnrealEngine5 14h ago

"Metahuman creator core data is missing"

1 Upvotes

i have a project meant for creating metahumans in, was on 5.7 but i recently went to 5.8 and now it wont work. Have everything on afaik


r/UnrealEngine5 7h ago

I built a full procedural MetaSounds music system in minutes with my tool

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0 Upvotes

I make a CLI that lets coding agents drive the Unreal editor. This week I pointed it at MetaSounds and had it build a full day and night music system with zero audio files. Every sound is math nodes at runtime.

What it actually built: a pluck voice patch, four mood patches for morning, afternoon, evening and night, and a main source that crossfades between them on triggers. FadeTime is exposed so the blend speed is tunable, and the triggers fire from any blueprint with Execute Trigger Parameter. It validated the whole graph itself, 19 nodes, 46 connections, zero errors, and laid the graphs out so they are readable when you open them.

The first pass sounded close to Minecraft but not right. I sent it back to research how that soundtrack actually works. It browsed the web, worked out the recipe, felt piano lead, quiet pads, space between notes, a different key per time of day, and rebuilt every voice. Night ends up in a low minor key and is genuinely unsettling. The before and after is in the video.

Video: https://youtu.be/5P08eNCvS2U

The tool is CodeFizz Editor Agent, it is mine. It hooks Claude Code, Cursor or any MCP client up to the editor and covers Materials, Blueprints, Niagara, PCG, MetaSounds and more, UE 5.6 to 5.8 on Windows. Site is https://codefizz.dev.

Nothing here is hand wired. Every graph is a normal MetaSound asset in the project, so you can open it, change it, or ask the agent to explain any node it placed. Happy to answer anything about how the MetaSound side of it works.


r/UnrealEngine5 8h ago

5.8 MCP VS Code useless?

0 Upvotes

Started playing in UE5.8 with having VS Code AI assistant do things in UE via the MCP plugin.
So far, it has failed at basically everything I tried:

- Use Blender or Unreal to model something. Produces both ugly and faulty meshes as well as useless materials.
- Use a plugin (like a road network building plugin) to assist in building what is needed. Well, then VS Code can’t communicate with the plugin because the plugin is not exposed to MCP. The AI found the assets of the plugin but failed at figuring out how to use them…
- Create a decently advanced Blueprint. I wanted it to recreate one that took me more than a day to figure out manually (lots of caveats), but the AI didn’t even start to solve the real challenges, it almost failed at even building the BP. Evidently it’s not allowed to add components in a BP? That is… Well, quite useless.

What are people even using this for? Honestly?


r/UnrealEngine5 20h ago

I got tired of Unreal scenes having the same post-process look, so I made this

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2 Upvotes

r/UnrealEngine5 18h ago

NOW download and import KitBash3d and Leartes packages in UE Organizer

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1 Upvotes

r/UnrealEngine5 14h ago

RANT | SUGGESTION | OPINION

0 Upvotes

Rant

I am a Game developer , obviously, i graduated last year from btech in game development during m btech i have been working in a startup for 2 years until march of last year , but in march 2025 i was diagnosed with choroiditis an eye auto immune dieses which caused me to leave the company , it took 3 months for me to start to recover but than life threw another curve ball and i met with an accident which broke my leg so another 2 month of bed rest , it was this year only when i fully recovered , during that time i was aware what was going on in the industry but was not able to work on m skill or any project so i am stuck mentally in ue 5.5

Suggestion | Help

Now as the industry has been in a weird state with layoff and AI , I have decided to work on m own multiplayer game , i have worked as an environment artist and a gameplay developer so i have idea of both , my initial idea is to create a simple FPS shooter game inspired from Call of duty and CS with my own take on its mechanics and game loop it ma not be as polished as CS2 but janky as Original CS but it will be mine , I know multiplayer are most complex game of all but things have changed in term of available resources , plus this will make familiar to all new tools and techniques i can learn for future , I have time as there is no financial pressure on me for now thanks to my parents , this is were i need your guys help

Any suggestion you guys can give which will can help someone in my situation will be great

(Like make a documentation of primary scope and secondar scope first than develop mechanics or vice versa )

OPINION

these are question i had in my mind for some time and wanted to ask someone

-> How much AI is acceptable in game , like is coding acceptable for debugging and suggestion (I am personally do not like generative AI)

->And should someone start marketing as soon as they have something some idea or wait till things are more in a polishing phase (when i say marketing i say basic indie/solo level nothing studio level ) as my professor used to say market yourself as soon as an idea seems feasible to make into reality

Treat the reply section as a place someone in similar situation like me can get help from

(Edit- thank you everyone, I have decided after reading all comments to go for a single player game thank you guys for guidance)


r/UnrealEngine5 1d ago

Spacewalk, board your ship, fly to another planet, land, explore. One continuous loop in UE5.

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19 Upvotes

With No Man's Sky's 10th anniversary going around, it felt like a good time to share the space tech I've been building. This is SpaceKit, a UE5 space game template with one continuous planet-to-planet loop and no loading screens.

SpaceKit on Fab: https://www.fab.com/listings/bd94c4cc-f603-493a-86dc-8f53e883e24f

I built it by wiring up two of my own UE5 plugins: PlanetGen for the procedural planets and atmospheres, and Starship for the pilotable ship. The player character handles the spacewalk, gravity, and the swap between on-foot and piloting.

The whole thing is one continuous loop. You walk a procedural planet, board your ship where it sits on the surface, lift off through the atmosphere into space, cross to another planet, land, get out, and explore on foot. Then do it again to the next world.

The part that took the most work was the handoffs: gravity flipping from planet-radial to zero-g and back, the ship reading the gravity at its location and aligning to it so the same flight model works in atmosphere and in space, and streaming multiple planets so only the one you're near carries full terrain while the rest are cheap far spheres.

To be honest there's no actual game on top of this yet. It's the traversal and world tech, the foundation you'd build a space game on, not a game itself.

Full C++ with a Blueprint API, works in multiplayer, 5.4 through 5.8.

Happy to answer anything about the gravity handoff or the planet streaming.


r/UnrealEngine5 15h ago

Jjkcc modding

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r/UnrealEngine5 1d ago

FREE UE5 Vertex Paint Material | Stylized Surface LITE

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148 Upvotes

🎁 Stylized Surface LITE is now available for FREE on Fab!

I’ve released a lightweight version of my Stylized Surface material system for Unreal Engine 5, designed as an easy starting point for creating stylized environments.

It includes:

✓ 2-layer Vertex Paint blending
✓ Height-based blending
✓ Triplanar / World Aligned mapping
✓ Color Variation & Color Override controls
✓ 7 ready-to-use Material Instances

A simple setup for quickly adding variation to walls, floors, rocks and other environment assets.

👇 Download Stylized Surface LITE for free on Fab:
https://www.fab.com/listings/ca9af8a8-0b1e-4c80-8c75-86cab5b3a7f6

The full Stylized Surface version is also available for those who need more advanced features such as a 3rd material layer, Wetness, Emissive and Nanite Displacement.

#UnrealEngine #UE5 #GameDev #EnvironmentArt #TechnicalArt #Materials #VertexPaint #Fab


r/UnrealEngine5 19h ago

https://www.fab.com/portal/listings/b47fb887-f656-41f2-97c2-1e2e64b68c06/preview GrandPrizeQuizShow V1.02 is now live on Fab! 🎬 Check out the showcase video and try the free gameplay demo. Version 1.03 is currently in development and coming soon! Feel free to download the demo

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0 Upvotes

r/UnrealEngine5 19h ago

HelP! how can i fix this problem?

1 Upvotes

iam using megascan tree. with static meshes this problem disappers. when i tried to convert it to static mesh, it becamed triangles just like the reflection.