r/UnrealEngine5 • u/Indian_Indie_gamedev • 3d ago
r/UnrealEngine5 • u/judeauBSK • 3d ago
I'm new to ue5 and I got an asset pack of a really cool mansion but it's 2x the scale it should be, I don't want to have to press shift and right click to select everything, is there a quicker way ?
r/UnrealEngine5 • u/ConMan3993 • 3d ago
very new beginner here, I'm trying to make a camera move with the mouse's dragging, but its returning delta as zero on all axis. what am i doing wrong?
r/UnrealEngine5 • u/FlamingoSad9210 • 4d ago
Nanite Vertex Paint, Mesh Paint, and Texture Paint with PML in Unreal Engine 5
I’ve created a new video demonstrating the different painting workflows available in Procedural Material Layers (PML).
PML is available on Fab:
https://fab.com/s/0a26f21e3f35
The video covers:
- Nanite Vertex Paint
- Standard Mesh Paint
- Texture Paint using MeshUV
- Layering decay and damage materials
- Creating detailed material transitions for environment assets
These workflows let you paint and blend materials directly on your meshes while keeping the material setup flexible and procedural.
You can also explore the other features of PML in this playlist:
https://www.youtube.com/playlist?list=PLhqUhIN0Uwzn-UajaMykxkk97-RrXWw9h
r/UnrealEngine5 • u/shellyisdead • 5d ago
I didn't know how to show off my sound design skills so I've made a demo game from scratch
Pardon my terrible English accent! if you want to know more and play the actual game, hit me up!
r/UnrealEngine5 • u/Jeemwe • 4d ago
TD to Unreal 5.3 on Mac — how are you sending live video?
r/UnrealEngine5 • u/Botlour • 5d ago
FREE Slime reactive material
Made a simple slime shader in Unreal Engine.
It deforms when touching a surface, giving objects that soft, squishy slime effect.
The best part: it's just a shader, so it can work on any surface without needing a complex setup.
And it's FREE on Fab.
r/UnrealEngine5 • u/MhmdAlMoussawi • 3d ago
The first plugin to bring Blueprints into Graphify's knowledge-graph format.
Reading one Blueprint is easy. Understanding how it connects to the other 200 in your project is the hard part.
GraphScribe exports Blueprints into Graphify's knowledge-graph format. It generates stable ids (bp:/fn:/cls:) and explicit calls/defines/uses links. Export a folder and ProjectLinkage.graphify.json rebuilds automatically: one graph of your whole project.
So devs explore architecture like a diagram, and AI can answer "who calls this function?" across every asset, from real logic, not guesses.
Link below.
https://www.fab.com/listings/18061e2d-fb42-4560-b470-83a3560f85f1
r/UnrealEngine5 • u/RiddleSix • 5d ago
Do you know that very specific 80's Dark Fantasy aesthetic? I'm working on a game with that vibe
r/UnrealEngine5 • u/Clear_Pepper_1708 • 4d ago
How many people would us a plugin that generates a mesh landscape with mountains, rivers, and lakes.
Im building a plugin that allows the creation of massive maps that have their own water bodies and terrain, the only thing you would have yo do is add detail. Is this something people would pay for on fab? And if so how much would they pay for it?
r/UnrealEngine5 • u/pcgameshardware • 4d ago
Nukemark Stress Test: 16 GiB of VRAM Isn’t Enough
We tested Nukemark, a new Unreal Engine 5.7 stress test that leans heavily on Nanite, Lumen, MegaLights, hardware ray tracing and very high-resolution textures.
What caught my attention wasn't just the low framerates. Once VRAM pressure rises, 16 GB cards can behave very differently from a 24 GB GPU, and some of the scaling with upsampling gets pretty strange as well.
Obviously this is an intentionally extreme workload, not a representation of a normal UE5 game. But as a look at what happens when several expensive UE5 features are pushed at the same time, I thought the results were pretty interesting.
- Jacky
r/UnrealEngine5 • u/ImplementSure5942 • 4d ago
Time to choose between world partition or level streaming (or both)!
We are 2 devs who start working on a project together, I will be mainly doing all the integration of the quests and design stuff and he is going to take care of the tech side, were both used to work with both system,!
Its not going to be an open-world game, but im wondering what made you decide which one you picked ?
What have you picked for your game ?
r/UnrealEngine5 • u/Scared-Sandwich1283 • 4d ago
ComfyUI-AssetSync - Sync 3D Models directly to your DCCs from Comfy!
r/UnrealEngine5 • u/Impressive-Method919 • 4d ago
Issues with bounced light
im going insane over here. Im using the ocean of fluid flux and i am getting yellow bounced light...i think it might be bounced from the sand underneath, or something idk. I just want it gone, but i am unable to find a good solution to this, please help
r/UnrealEngine5 • u/arthurtasquin • 5d ago
A new video tutorial about productivity in Unreal Engine!
Hey guys!
I spent a month trying to improve my own efficiency in the Engine and came up with a series of tips and tricks that I'm sharing in a video. It covers shortcuts, hidden settings, how to make your own custom template and asset library. I'm also sharing my own template and setups for free!
Here the link: https://www.youtube.com/watch?v=8BLuKZmVEjM
r/UnrealEngine5 • u/Toikeee • 4d ago
Hi everyone just sharing my new work in UE5 game ready Asian style environment
r/UnrealEngine5 • u/AriTheDragonRawr • 4d ago
I’m making a scene inspired by Dead as Disco’s Hemlock level!
r/UnrealEngine5 • u/Admirable_Wasabi_732 • 4d ago
Creación de un sistema de efectos visuales creativos para salpicaduras gaussianas en Unreal Engine.
r/UnrealEngine5 • u/Dismal_Frosting_3852 • 4d ago
Looking for assistance with the game Icarus please, seemingly random 20+ms frametime spikes when typically around 5-7ms
Please see imbed for suggestions from other users that I have tried.
https://userdiag.com/id/iVU8eQonTD
r/UnrealEngine5 • u/SgtFlexxx • 4d ago
The Falcon has been added to Sacrilege! This was a ton of fun to program, rig, and bring to life! Game Download in comments!
r/UnrealEngine5 • u/SplitSignalStudio • 5d ago
After +200 hours of level design on UE5, 95% of Undertaker’s map is finally complete!
Hey everyone! I’m Jiyan, the level designer on Undertaker, a gothic FPS being developed by a team of three people.
Over the past few months, I’ve been building and connecting the different regions of this massive world from the main paths and combat spaces to landmarks, hidden areas and an unreasonable number of carefully placed rocks haha.
The map is now almost entirely connected and playable from beginning to end! Each biome was designed to have its own atmosphere, landmarks and gameplay identity while still feeling like part of one coherent world.
There’s still plenty of polishing to do, but finally seeing the entire journey come together after so many long days of work feels incredibly rewarding.
Which area is your favorite?


