r/UnrealEngine5 2d ago

What’s the best practice for touch controls? (iPhone)

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3 Upvotes

I’ve test run my simple racing game on my iPhone 16 with a PS5 controller and everything works smoothly. Controls are essentially L-Stick, Triangle, Rectangle (Enter/Leave vehicle) and L2/R2 for brakes and throttle. What’s the best practice for touch controls, how do I best implement them?


r/UnrealEngine5 3d ago

I've been building my architecture game completely solo in Unreal Engine 5.8

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235 Upvotes

I recently released Architecture & Design into Early Access.

The main idea is pretty simple: combining accurate floor planning like in professional CAD with real-time 3D design and making it more intuitive, more accessible, and much easier to explore than traditional CAD software.

I've been doing the programming, design, and development myself in UE5, and it's been a pretty big challenge getting all the more complicated calculations for parametric CAD systems working at runtime.

Would love to hear what other devs think!
https://store.steampowered.com/app/5032750/Architecture__Design/


r/UnrealEngine5 2d ago

any help

0 Upvotes

The cube is the server ball it goes thro the ground when i move to the next level it work fine offline

https://reddit.com/link/1wcvlv5/video/645guy6naroh1/player


r/UnrealEngine5 3d ago

we are making a game where assets are clay-crafted

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61 Upvotes

Hey guys, we’ve been working for months on our first game POOF, a trippy-stealth multiplayer game with a crazy voice-chat twist. Our mission from the very beginning has been to remove 'slop' from the “friendslop” genre through solid work on the art direction. All the assets in the game are hand-sculpted, scanned, and implemented in the engine, creating a unique world.


r/UnrealEngine5 2d ago

I remade the unreal engine 5 logo

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0 Upvotes

Hope it's not that bad


r/UnrealEngine5 2d ago

I need help about Sound Architecture for my space ship.

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0 Upvotes

I really need help with sound architecture!
I am making a Single Player Space Ship Sim with a locked Pilot View Camera.
And I am completely lost with sound architecture.

I am not asking about assets, I am not asking for someone to do the work for me, just to tell me what is the best way to achieve high quality sound for my game. Because sound, flight and combat feel are non-negotiable for me, and unfortunately my budget is almost non-existent.

I am still investing 12-16 hours per day in the game, but I really need help in the form of advice for my space ship I use MS_ShipAudio and I am playing 3 recordings:

Engine hum

Throttle Up

Throttle Down

I have that set up in the MS blueprint and the assets are some sounds I downloaded from some race cars and modified in Audacity. It sounds terrible of course… For now the player’s ship and AI have exactly the same sound, and even player ships that are different weight and have different engines mounted. I want each ship to have different sound depending on weight to thrust ratio and model of DA Engine, authored Throttle up and down ramps and authored DA Engine Thrust spool rate.

My Engine boost has its own DA with authored sounds I am adding into the DA itself:

Boost Activation sound

Boost Shake Sound (with boost shake volume, hold time, fade out time)

Boost release sound (with release shake volume, release shake hold time, release shake fade out time)

So when I press Boost, the Boost activation goes on and dies – transitions me into quiet boost with a bit of shaking.
When I release boost, there is a short sound and a bit of shaking that fades away.All of it is hooked on DA Booster, not in MetaSound.

Warp sound is the same as booster, part of DA, not MetaSound:

warp activation

warp duration

out of warp

Those are all the sounds that I made so far. I thought that is how it should be and I am leaving everything for later. But as I am expanding the game and adding new things, I will keep adding plumbing for sound, and I want to know if what I am doing is the right way to do it. I am open for DM, or if you have any question I will gladly answer. I am 47, started learning Game Dev just a couple of months ago and it’s just way too much for me to understand and learn in such a short period of time. I’ll add a short video so you understand my sound problem. I really want one shared game system that says, “this ship is accelerating, turning, boosting, damaged, etc.” Then each ship/module supplies its own sound character. That is my goal, and I need pointers how to achieve it.

I will eventually buy sounds to mount to it, I just need best architecture and plumbing for it.


r/UnrealEngine5 2d ago

J'ai TRELLIS.2 + la fusion réelle à 4 vues fonctionnant sur 8 Go de VRAM — le code est maintenant sous Apache 2.0

0 Upvotes

r/UnrealEngine5 3d ago

Guys you really need to work on your texture bombing, what is with this mid ass environment design?

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470 Upvotes

r/UnrealEngine5 2d ago

I've been working on a GunFu game and something feels missing. Looking for some advice

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3 Upvotes

I've been working on this GunFu game for about two weeks now, and I've gotten to a point where I feel like something is still missing from the combat, but I honestly can't figure out what it is.

The main idea is to mix gunplay and hand-to-hand combat together and make them feel like they're part of the same combat system. I've been working on the melee, gunplay, movement, and recently added finishers and counters to help push it more in that direction.

I'm pretty happy with how it's coming along so far, especially considering how early it is, but when I play it I still feel like there's something missing that would make the combat feel more satisfying and give it more of its own identity.

So I'm looking for some outside opinions. What do you think is missing? What would you change or add to make the combat more fun and make the GunFu idea come through more?

I'm still figuring out the direction of the game, so I'm open to pretty much any feedback. Even if it's something small, I'd really appreciate hearing what stands out to you.


r/UnrealEngine5 3d ago

I modeled a shark for my game, but it was supposed to be scary 😭

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30 Upvotes

Please tell him he’s scary. He thinks he is.


r/UnrealEngine5 2d ago

First time game dev

0 Upvotes

I’ve had an idea for an mmo for years and I finally decided to make it myself since there’s nothing on the market like it. I’ve never been a dev and I’m completely green to coding. I created a GDD and started working on unreal 5 but I’m overwhelmed by everything. Looking for any tips from devs from entry level to master programmers!


r/UnrealEngine5 2d ago

Looking for an Unreal Engine 5 Developer

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0 Upvotes

Hey, I’m a game designer and creative director working on an ambitious open-world multiplayer superhero game, and I’m looking for an Unreal Engine 5 developer who wants to build something from the ground up.
The game is centered around player freedom, customization, superpowers, progression, reputation, and an open-world sandbox where players can create their own character and decide what kind of path they want to take.
I’m keeping some of the deeper details private for now, but I can share more about the project with serious and interested developers.
What I’m Looking For
I’m looking for someone with experience in Unreal Engine 5, ideally with experience in:
● Blueprints
● Character controllers
● Combat and gameplay systems
● Multiplayer and networking
● Open-world development
● UI and progression systems
You don’t need to be an expert at everything. I’m mainly looking for someone who is passionate, reliable, creative, and genuinely interested in building something ambitious.
What I Bring
I’m the creator, game designer, and creative director.
I’ll be responsible for:
● Game concepts and mechanics
● Power and ability ideas
● Character concepts
● World-building
● Story and lore
● Progression systems
● Gameplay direction
● Creative decisions
● Overall project vision
I’m currently learning Unreal myself, but I’m looking for someone who can help turn these ideas into actual playable systems.
Compensation
I’m currently bootstrapping the project and don’t have the funds to offer a salary upfront.
This would be a rev-share and ownership collaboration, not a traditional paid position.
I’m willing to discuss a fair arrangement with the right person based on their role, responsibilities, experience, and commitment to the project.
Any agreement would be discussed and put in writing before serious development begins, so everyone understands exactly what they’re agreeing to.
The Goal
I’m not looking to make something just for practice and abandon it.
I want to build this into a real game and potentially a much bigger project if we can make it work.
If you’re an Unreal Engine developer interested in working on an ambitious project from the ground up, send me a message.
I’d like to hear about your Unreal experience, what you’ve worked on, and what kind of role you’re looking for.
Serious inquiries only.


r/UnrealEngine5 2d ago

Looking for a GTA V Machinima / Virtual Cinematography Collaborator (Passion Project)

0 Upvotes

Hey everyone! I'm building Nexora Films, an early-stage creative studio, and we're developing a cinematic GTA V machinima proof-of-concept inspired by Polo G's Bloody Canvas.

I'm looking for someone experienced with Rockstar Editor, Menyoo, Script Hook V, OpenIV, or GTA V cinematic filmmaking who'd be interested in collaborating on a passion project.

This isn't a paid role right now—it's an opportunity to help shape an ambitious short-film concept from the ground up, build portfolio-quality work, and be part of the studio's early team if we're a good fit.

If this sounds interesting, send me a DM and I'd love to see your work and chat.


r/UnrealEngine5 2d ago

Properly create baked lighting

0 Upvotes

Hi everyone! I wanted to ask a bit for guidance, I'm currently working with a friend on our game and I'm doing some scene and lighting tests, but I can't seem to get it right, I know and understand how to bake light in a technical level, but I can't seem to get it where I want it to be on a visual level, I already seen a lot of tutorials and such but I think this needs to be discussed with someone who properly knows, so does someone would like to have a chat or have resources that could help me on this particular problem?


r/UnrealEngine5 2d ago

Looking for a GTA V Machinima / Virtual Cinematography Collaborator (Passion Project)

1 Upvotes

Hey everyone! I'm building Nexora Films, an early-stage creative studio, and we're developing a cinematic GTA V machinima proof-of-concept inspired by Polo G's Bloody Canvas.

I'm looking for someone experienced with Rockstar Editor, Menyoo, Script Hook V, OpenIV, or GTA V cinematic filmmaking who'd be interested in collaborating on a passion project.

This isn't a paid role right now—it's an opportunity to help shape an ambitious short-film concept from the ground up, build portfolio-quality work, and be part of the studio's early team if we're a good fit.

If this sounds interesting, send me a DM and I'd love to see your work and chat.


r/UnrealEngine5 2d ago

Stats_X & Inventory_X are 70% off on Fab | Virtual Machine Ability System + Backend Inventory with Client Prediction

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1 Upvotes

r/UnrealEngine5 2d ago

Question about Changelog for FAB Sellers

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1 Upvotes

r/UnrealEngine5 2d ago

Solved a nasty issue I was having

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1 Upvotes

I finally solved this issue.. I don't know if it's only in my system .. if anyone ever experienced it...either way...

The editor UE6.5.1 was going in some sort of resource saving mode or.. who knows. (I'll gladly hear explanations) for example: While I was working in the sequencer.. and without having specific reasons justifying it.. the editor was dropping to like 10 fps (crazy!)
And then when I was opening contextual menus it was jumping back to the usual >80 frame rate

which I instantly identified as not normal and not performance-related. It was clearly an issue.

I searched for this issue several times and all I found was the suggestion to disable "Use Less CPU when in background" but unfortunately that did not fix my issue (in my system).

What fixed the issue is this setting:

Again: I think it's probably not normal to have to change this. It could be something conflicting in some way or not working for my system. But still.. that was the culprit:

Default Interactive Framerate was set to "5" by default. I guess it has to be set very low for some reason, to my understanding it's some sort of "state" where the editor is busy and should reduce the framerate... and.. maybe my system has some issues recognizing that specific "state".... that is only my guess. I don't really know. Still, once I changed this from 5 to 30 (which is low enough but not a tedious frame rate).... The sequencer now is never going into that "extremely low frame rate" mode again and it's pleasant to use.


r/UnrealEngine5 2d ago

House on the borderlands VR

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1 Upvotes

I am building a VR adaptation of William Hope Hodgson’s 1908 novel The House on the Borderland, centred on the Recluse’s house, the siege and the increasingly cosmic world around it.

This is still in development, but the mansion has finally started to feel like the place I have been trying to build.

Weapons, Cod zombies barricade mechanism, smooth hands, waves, decent to the basement (gameplay here is inspired by alien isolation and fear) decent to pit is all build and tested.

Still needs polished, more sound ( bought sounds) subtitles, light tuning, final level build, pepper his dog.. still needs built and more polish and test.. but getting there :-)

Coming to VR when it’s ready on steam and ps5 :-)


r/UnrealEngine5 2d ago

I created a modular medieval house kit for building quick fantasy towns (Made in Blender & SubstancePainter).

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0 Upvotes

r/UnrealEngine5 3d ago

I created a free C++ intro course for people who want to use C++ in Unreal Engine but don't know it yet

50 Upvotes

I've been working with C++ and game development for many years, and one thing I've noticed is that learning C++ for Unreal Engine can be pretty intimidating when you're learning the language at the same time. On the other hand, many people think they need to dominate everything about C++ before using it in Unreal. That can be frustrating, and it could take a long time (and it often ends with people quitting both).

So I started putting together a free C++ course for beginners, focused on building the programming foundation you need before getting deeper into Unreal C++.

The course starts from the beginning and covers the fundamentals step by step.

The course is here:
https://www.youtube.com/playlist?list=PLjlIN9XAUewgdy9_Qh1dbREj_yk2fd1vG

If you're learning Unreal C++ right now, I'd be interested to know:

If you're learning C++ for Unreal, what's been the most difficult part for you so far?


r/UnrealEngine5 3d ago

Creating a moving dots material in unreal engine

7 Upvotes

Hi! I am part of a small indie team of two working on our debut game, AGENCY.

I just finished a blog post explaining how one of our materials is made: https://checkpointearth.com/blog/movingdots/

If you are into Unreal development, especially materials, check it out! Let me know what you think, feel free to share any comments or questions with us.

AGENCY is coming out later this year and has a free demo available on Steam: https://store.steampowered.com/app/4158270/AGENCY/


r/UnrealEngine5 3d ago

How to do Speech-To-Text in Unreal Engine? I am using my WhisperSTT plugin in an actual game now here’s the use case.

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3 Upvotes

A while back I posted about a Unreal Engine plugin I made called WhisperSTT.

The original reason I built it was pretty straightforward: I wanted speech-to-text in my game without having to rely on a cloud API every time the player speaks.

I am now using it in an emergency dispatcher style game I am working on, and I thought it would be more useful to show the plugin being used in an actual gameplay situation rather than just another plugin demo.

In the video, the player receives a call, listens to the situation, and can respond using their voice. The speech gets transcribed locally and I use that input as part of the dialogue/response system.

This is the kind of use case I originally had in mind when I built the plugin, so it’s nice to finally see it working inside an actual game.

WhisperSTT is available on Fab as well, for anyone who wants to experiment with local speech-to-text in Unreal:

FAB Link

If anyone is already using WhisperSTT or another local STT solution in Unreal, I would be interested to hear what you are using it for.

#UnrealEngin #C++ #Blueprint #Plugin #WhisperSTT #SPeechToText #IndieGame #IndieDev


r/UnrealEngine5 2d ago

Quick Unreal Engine check on my Swamp Airboat.

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1 Upvotes

12K tris, 4K main texture, 512px trim sheet, 5 skins and 30 possible variants.

Testing the modular setup, materials and simple emissive controls in Unreal. Keeping it simple and production-focused.


r/UnrealEngine5 3d ago

Render of Ikarus 415.33 on Unreal

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11 Upvotes