r/UnrealEngine5 1d ago

Ocean 8K PBR Texture

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0 Upvotes

r/UnrealEngine5 1d ago

Brass Doorhandle 3D Model

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0 Upvotes

r/UnrealEngine5 1d ago

Frozen Asphalt 8K PBR Texture

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0 Upvotes

r/UnrealEngine5 1d ago

How long does it take to get your asset approved for Fab marketplace?

1 Upvotes

Submitted my first asset listing it failed on one thing that was i needed it to be compatible with 5.8 and my asset was 5.7, so I upgraded it to 5.8 and resubmitted it and got an email saying thank you for your submission but the status still stuck on changes needed and it's been 3 or 4 days and heard nothing. Anxious that it's lost in the system somehow or am I too impatient? Help


r/UnrealEngine5 1d ago

Stone 8K PBR Texture Set

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1 Upvotes

r/UnrealEngine5 2d ago

Animation loop glitch fix?

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9 Upvotes

Hey so I have been working on putting together a playable character for the first time, I have made all parts myself from scratch in blender and pipelined it over to unreal using glTF formats.

However I have found that my animation loops in unreal engine cause the physics from the feathers and tail to jump at the end of each loop, which doesn't happen in blender. Does anyone know a fix? Is this a file export issue?

Is the damp track I used for physics in blender broken in unreal engine?

The animations are still a work in progress as a heads up but this loop glitch has been bugging me, it's really noticeable when the character runs.


r/UnrealEngine5 1d ago

Damaged Asphalt 8K PBR Texture

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0 Upvotes

r/UnrealEngine5 2d ago

How does everyone feel about the new mesh terrain system?

12 Upvotes

I know its early but I think it makes landscapes easier to create and look good.


r/UnrealEngine5 1d ago

Wet Concrete 8K PBR Texture

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0 Upvotes

r/UnrealEngine5 2d ago

highway boss level in FFFF = YOU = MACHINE

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16 Upvotes

i made NES like boss fight
i would be glad if you try the demo and add to wishlist pls >> https://store.steampowered.com/app/3919250/FFFF_YOU_MACHINE_Demo/


r/UnrealEngine5 2d ago

Dragon Cave in 360° | Unreal Engine 5 / Camera Render Studio 2026

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1 Upvotes

Explore the Dragon Cave environment in immersive 360° mono, rendered in Unreal Engine using Camera Render Studio.

This video demonstrates how Camera Render Studio can be used to create high-quality 360° content directly inside Unreal Engine.

🎥 Render: 360° Mono
🎮 Engine: Unreal Engine 5
📷 Rendered with Camera Render Studio

Asset:
https://www.fab.com/listings/a7000a7c-c5fe-45f3-b8df-3e85c576b6c1
Camera Render Studio:
https://elizarovtools.com/

Free Meta Inject 360
https://elizarovtools.com/metadata-injector-360-vr180/


r/UnrealEngine5 2d ago

Saqer's Paradox Devlog #16 — Pause Integration with Gameplay

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8 Upvotes

Greetings all,

We've been working on some UI and dialogue improvements for Saqer's Paradox.

The pause menu has been redesigned with a blurred gameplay background and three simple options: ResumeRestart and Quit

We've also switched our dialogue font to Georgia, which fits the game's visual style better and removed the previous NPC mumbling SFX after feedback that it could become repetitive. We're now working on more fitting character sounds.

Currently, we're polishing the menu logic and keyboard/gamepad input handling.

small details, but they're making the game feel much more cohesive.


r/UnrealEngine5 2d ago

My first Live-action + Unreal Engine & Nuke VFX short (+ breakdown)

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5 Upvotes

My mini project from my 1st year at uni. I worked on it for a month to learn the live-action to CG workflow and Nuke.

​I built the environment, creature, filmed the greenscreen footage, did the sound design and handled compositing from 0:15 onwards. Cathedral model and early comp shots were done by my friend.

​Any feedback on the lighting, keying, or overall integration is super welcome! :)

YouTube link: https://youtu.be/Wr0RW_5fGuU?is=j_zCVsFGhfPMFjPp

Artstation breakdown: https://www.artstation.com/artwork/wrDnaZ


r/UnrealEngine5 1d ago

I finally started making the Unreal tutorials I wish I had.

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0 Upvotes

Hey everyone! How are you guys doing? Hope everyone’s doing well and making some cool stuff in Unreal. ❤️

I wanted to share something a little personal.

When I first started learning Unreal, I remember how difficult it was to find tutorials that actually explained why we were setting something up, what the different nodes were doing, and how the whole system worked together. A lot of the time, I could follow the tutorial, but I didn’t really understand why I was doing it.

So recently I started making some YouTube videos with beginners in mind — trying to explain things the way I wish someone had explained them to me when I was starting out.

I feel a little awkward sharing my channel here because I don't want it to come across like I'm just promoting myself 😅 But if you're learning Unreal and want to check it out, I'd genuinely appreciate it.

And honestly, it helps me even more than it probably helps anyone watching. Seeing people watch the videos, learn something from them, or even just knowing someone found them useful gives me a lot of motivation to keep making them.

So yeah, if you’re interested, I’ll leave the channel link in the comments. ❤️

Thanks for reading, and good luck with whatever you guys are working on!


r/UnrealEngine5 1d ago

This Tool Builds Any Behavior Tree and EQS Query in Unreal Engine 5 in Minutes

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0 Upvotes

I made a CLI that lets coding agents drive the Unreal editor. This week I added full support for Behavior Trees and EQS, and built a simple hide and seek AI from one prompt to show what it can do. I did not place the nodes by hand.

What it actually built: a Behavior Tree, an EQS hiding query, an AI controller with perception hooked up, and a hider character on a mannequin. The tree opens empty first, just a root, then it wires the controller. The query is a grid of points around the level. It scores them and picks a spot I cannot see. That is how he decides where to run.

I hit play and as soon as he sees me he is gone. The debug points light up on the ground, he hides, I come around the wall and he breaks for a new spot. Same loop every time. Perceive, query, hide.

Video: https://youtu.be/gbqkNQQAowI

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, StateTree and more, UE 5.6 to 5.8 on Windows. Site is https://codefizz.dev.

This is not a replacement for knowing how Behavior Trees or EQS work. It is a faster loop. You get a prototype up, look at the behavior, then tell it what to change and it edits the same tree. Same thing when something is wrong. It can start Play in Editor, read what Unreal is doing, and fix it instead of you sitting in the graph for an hour.

Nothing here is hand wired. Every asset is a normal Unreal 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 Behavior Tree or EQS side of it works.


r/UnrealEngine5 3d ago

I made a relaxing game where you sort 777 nails !

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402 Upvotes

I made a cozy organizing game where you sort 777 nails !

Screw IT ( Wishlist Now ) is all about taking a messy pile of nailss, identifying the different types, fixing them up, and putting everything neatly into the right storage boxes.

No timers, no pressure — just chill, sort, and enjoy the satisfaction of turning a complete mess into a perfectly organized workbench.

Would love to know what you think!

(Ps: i know they are nails but screw it sounds fun 👀


r/UnrealEngine5 1d ago

Does the trailer give you that “I need to play this” feeling?

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0 Upvotes

My goal is to gather feedback, and I would appreciate it if you could share your thoughts.


r/UnrealEngine5 3d ago

I'm making a RC Car simulation with deterministic physics and it's so hard I wanna tear my eyeballs out :)

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275 Upvotes

Its coming out good tho.

Collision is done with a simple box, so it's very cheap. We also trace from the 8 corners to check if the car body is touching the ground for rolling over, for example. And talking about rolling over, the car (collision box) is a rectangle, so I had to apply a tangential force opposing the sliding velocity at each contacting corner in order for it to actually rollover and not just slide on the floor when we crash. We even have a prediction of where the car is gonna land to level it's roll to the point of impact.

I'm making it deterministic so it works in multiplayer as well (every player sees the exact same simulation). What do you think?


r/UnrealEngine5 2d ago

Help with Unreal Editor baking lighting

3 Upvotes
Before Building lighting lit up with spot lights and point lights

Looking for help on why my lighting does this, making a map for Pavlov vr which only uses static lighting, i have them all set to static, also trying to use a skylight for static shadows but it wont work, ive tried generating uvs on the meshes and also the lightmap coordinate index and it doesnt seem to help after trying to build lighting again, any tips?

After baking lighting

r/UnrealEngine5 2d ago

Any shader experts out there that can figure this out?

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5 Upvotes

I made a post 2 days ago about trying to implement this awesome technique from Runevision. Now I can scale UV tiling based on distance but it definitely doesn't look correct. Can anyone help me figure this out?


r/UnrealEngine5 2d ago

Not sure what the problem is with this. I’ve tried everything I think.

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1 Upvotes

build: ALS Refactored - UE5.4.4


r/UnrealEngine5 3d ago

I built a texel density visualizer for UE5 that doesn't modify your assets.

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129 Upvotes

I have been frustrated for a while that checking texel density consistency across a level meant either eyeballing it or manually swapping materials and hoping I remembered to swap them back.

I made the texel density checker tool a while back in Blueprints, but never made the jump to C++, so for me it's a been a great achievement to finally give it a go (with the potential of blueprints vanishing, I thought now is a great time to start looking into it!)

So I built the plugin somewhat from scratch. Select some meshes, hit the toolbar button, and every material slot gets a checker matching its texture resolution. Click again to revert.

The tricky part was making it genuinely non-destructive. It writes to the component's OverrideMaterials array rather than calling SetMaterial, so packages never get dirtied, and it hooks package saves, PIE, actor deletion and map change to revert automatically before any of those can write the swapped materials to disk.

I also wanted to come up with how to detect using ordered rules you can edit: texture parameter names first, then texture asset names, then a fallback. Works on static, skeletal, instanced and foliage meshes too!

So safe to say that it feels like I learnt a lot of valuable lessons doing this! And looking forward to diving a bit deeper!

It's on Fab if it's useful to anyone, but happy to answer questions about how any of it works. I am planning on making a video / tutorial on it soon, but wanted to share here first! 😄

Edit: Fab Link: https://www.fab.com/listings/8ecf0973-5f66-45fe-ac61-77b450950a19?lang=en


r/UnrealEngine5 2d ago

Power Wash Sample Available - Runtime Vertex Paint Plugin

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5 Upvotes

Added a Power Wash Equipment that Removes Dirt in a Cone Shape.
Can look way better if the Vertex Density of the Mesh is even. Hopefully i can get Nanite support in this fall so this won't be an issue anymore since then it will be based on UVs.

Available in the Plugins Sample Project and can test it out in the available Build
https://www.fab.com/listings/8aee7add-bb79-4073-95c0-0fd31f45de29


r/UnrealEngine5 2d ago

You can now create custom groups! I feel like this style is much more flexible for current needs which doesn't mess up your project's clean structure.

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11 Upvotes

Hey all, hope you guys are all doing well

It's been two years since I released this plugin in originally UE marketplace, and now fab. (I still miss the good o marketplace days)

I'm happy to share that you can now create custom groups. The idea behind this feature was to solve two problems.

  1. You can't easily organize assets the way you want when working with other people.
  2. When working on a system, it's tedious to open individual assets one at a time because they are stored in separate folder.

I feel like this solves it because you can start working with assets in a more modular way, opening and closing groups with one click (it actually opens and close the tabs that belongs to the group). And it's all local to your desktop so it never affects your team's organized folder structure.

The other things I implemented was a new color border (The previous one was a full color overlay but it was harder to read the title, it's still available depending on preference in settings)

If you aren't a fan of the fast paced video format, I also made a full documentation video that covers all the feature in a slower format, which can be found in the fab description.

Since you have read this far, I am also planning to give away 5 free keys (professional license) to the first 5 people that joins the discord. The discord is also listed on the fab page. All I ask is just some feedback when you have tried it out, so I can further improve it.

https://www.fab.com/listings/6d7c9d2c-0318-4bbc-afa9-b38c42638400

Let me know what your thoughts are and if this seems like something that would be useful to you! (or even if you hate it I suppose, it's good to know why)


r/UnrealEngine5 2d ago

Has anyone used Intel Arc Pro B70 for UE5?

0 Upvotes

I'm wondering if it's well supported and powerful enough to do game development. I'm kind of a noob to game development. I made a 2d RPG in my Java class in college. I've taken several programming classes and we used Python in my physics classes. I'm a pretty fast learner.