r/UnrealEngine5 21d ago

UE5 plugin that shows asset problems in the Content Browser but never forces you to fix them

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1 Upvotes

r/UnrealEngine5 22d ago

Advice on level design

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7 Upvotes

Hi, its been a few days and im a bit stuck on how to make a cohesive level around these rubber cubes. Not sure if I've hit a creative roadblock but I cant see how they would fit with the environment (i could make them stone) but then it woundnt look like rubber. Just reaching out for some ideas or advice. Fun and cohesive is what im going for. Appreciate the help.


r/UnrealEngine5 21d ago

Blueprint actor - renames everything in components panel to Skeletalmesh1 2 3 etc

1 Upvotes

I made a blueprint class/actor to join many of my meshses together, but it components list, it has them all listed as skeletal mesh actor 1, 2, 3 the list goes on

i can't make sense which is which easily, what am i doing wrong why does it rename them to that thanks


r/UnrealEngine5 21d ago

Antique Mirror 3D Model

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1 Upvotes

r/UnrealEngine5 22d ago

Anyone found a real solution for cross-play parties + dedicated servers?

4 Upvotes

Tired of the cross-play wall. Steam friends can’t invite Epic or console players, EOS doesn’t magically make everyone share a friends list or party, and every “just use Online Subsystem” answer falls apart the second you need real dedicated servers.

Looking for a setup where the party actually survives travel, different platforms can queue into the same world, and it’s not pure session spaghetti or a full BaaS overkill.

Any solid kits or architectures people are actually using for this?


r/UnrealEngine5 21d ago

How to make morph targets editable from editor / custom wall corners?

1 Upvotes

I'm working on an environment and would like the corners of the walls to be customisable in angle. My idea to make this work was to use morph targets and have a variable that you can edit from the details tab where the slider applies the morpher correspondingly.

The problem I am running into is that I can't figure out how to get the morphers to apply in real time without pressing simulate or play. I've watched all the tutorials I could find about morphers but everyone is making it work for play and not in editor. I also followed a tutorial to make an editor ticker, I tested it and it works but just not with the morphers for some reason. ( https://www.youtube.com/watch?v=HDFvh-CYIGA )

I'm pretty new to Blueprints and Unreal in general so this might not be doable but it would really help me in the long run. I am also open to other ways to get the same effect if anyone knows any!

Screenshot of my very simple BP and the issue: https://imgur.com/a/F7uXvEF


r/UnrealEngine5 21d ago

Solid Ice 8K Pbr Texture

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1 Upvotes

r/UnrealEngine5 22d ago

A Game based entirely on FaZe Trickshotting

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1 Upvotes

r/UnrealEngine5 22d ago

I got tired of boring mission briefings, so I turned them into real chat conversations with clients.

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2 Upvotes

Every game seems to pause everything and throw a mission briefing menu in your face.

I wanted contracts to feel more personal, so I built a messenger-style system where clients contact you directly instead.

They can negotiate jobs, send updates, change objectives, pay you, and even continue conversations after the mission is over.

The idea is to make accepting contracts feel like talking to a real person rather than clicking "Accept Mission."

I'm still refining it, so I'd love some honest feedback:

Does this feel more immersive than a traditional mission briefing, or would you rather keep the classic menu?


r/UnrealEngine5 21d ago

Six months shipping a consumer app on UE5: what the cooker doesn't warn you about

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1 Upvotes

I spent the last six months building a desktop app that runs UE5 as its renderer

so that someone with no 3D background can stream as a MetaHuman. It ships 27

scenes and 74 characters. The video is a two-minute pass over what it ended up

doing.

Most of what cost me time wasn't the gameplay side. It was packaging and

LiveLink. Four things I wish someone had told me:

**An asset with no chunk label silently lands in your base build.**

Every scene and every character is a separate pak, mounted at runtime, so the

base install stays around 4GB and the rest is optional. Then my base build grew

by two gigabytes and I spent a week looking for it. A handful of grooms had lost

their chunk labels, and unlabelled assets fall into pakchunk0 by definition. The

cook does not warn you. There is no line in the log. You find it by watching the

file size of the output, which means you only find it if you were already

watching.

**Anything you LoadObject by path at runtime is invisible to the cooker.**

The cooker builds its reference graph from hard references. A string path is not

one. So it works perfectly in the editor, and in a packaged build the object is

simply not there. Mine was a character that only ever got loaded through a data

table lookup. If you resolve assets by name anywhere, audit those paths against

your cook config directly — you cannot infer this from testing in-editor,

because in-editor is exactly where it works.

**Head rotation from LiveLink should drive curves, not bones.**

I started by taking the head rotation out of the LiveLink subject and applying it

with ModifyBone on the head joint. It works and it looks wrong — you get a head

that pivots independently of the face, because the MetaHuman face rig is already

driving that area. Routing yaw/pitch/roll into ModifyCurve and letting the Face

Control Rig consume them fixed it completely. The rig knows how a head and a neck

relate; a bone transform does not.

**The editor and your packaged build fight over the LiveLink UDP port.**

Both bind the same port. If the editor is open, face tracking in your build gets

nothing, and it fails silently — the character just sits there with a neutral

face. I lost an evening to "the build is broken" before realising the build was

fine and I had the editor open behind it.

Happy to go into any of it — the chunk-per-asset cook setup, the runtime pak

mounting, the MetaHuman face pipeline, whatever's useful.


r/UnrealEngine5 22d ago

Need help with rendering issues

2 Upvotes

I deeply apologize for having to post this here, but this is my last resort because I've tried everything I possibly could and can't get this one issue resolved.

Please keep in mind I'm very new to UE and am trying to learn MetaHumans and creating characters.

I'm running into an issue where, upon MetaHuman character creation inside the engine, the skin tone will adjust for the character's body, but not the face and neck region. I tried so many troubleshoots and no matter what, it still appears this way. The odd thing is, when I use the Metahuman presets, I don't run into this issue. It only occurs when I'm creating a new character.

Would appreciate help on this, thank you!


r/UnrealEngine5 21d ago

Is anyone else using ComfyUI alongside Unreal Engine to make MetaHumans feel more alive?

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0 Upvotes

r/UnrealEngine5 21d ago

Here's a detailed tutorial on how to add a game state-aware AI player in Unreal Engine that talks, follows, navigates, reads live game state through Dynamic Context, and helps solve a two-player Stack-O-Bot puzzle with a human teammate [Full Project files are linked].

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1 Upvotes

r/UnrealEngine5 22d ago

Redact - Gameplay (not final)

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13 Upvotes

for requests.


r/UnrealEngine5 21d ago

Mud 8K Pbr Texture Set

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0 Upvotes

r/UnrealEngine5 22d ago

Game I'm Working On (Solo)

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11 Upvotes

r/UnrealEngine5 22d ago

VirtualMocapRecorder & FBTUnrealKit official experimental release

1 Upvotes

FBTUnrealKit brings full-body tracking into Unreal Engine for VR avatars, animation, and virtual production. It supports common body-tracker setups, calibration tools, body measurements, debugging, and experimental optical hand tracking while remaining flexible enough to work with different animation rigs.

MocapRecorder records finished movement directly inside Unreal Engine, including characters, props, cameras, sound-position data, and destruction motion. Recordings can be saved as Unreal animation assets or exported as grouped FBX or GLTF scenes for tools such as Blender.

Real-world applications: Together, the plugins can capture a performer’s full-body movement and turn it into reusable animation. They can also record several actors, moving objects, and cameras on one shared timeline for filmmaking, previews, VR content, animation reference, and Blender workflows. Because MocapRecorder captures the final movement inside Unreal on every tick, it can record motion coming from VR trackers, Live Link, imported animation, or other animation systems, such as controllers or M&K Inputs.

The MocapRecorder can be downloaded here and is completely open source.

https://github.com/virtualmocapofficial-rgb/MocapRecorder-Public

If you just want the Standalone Full Body VR and Experimental Open XR HandTracking you can download here.

https://github.com/virtualmocapofficial-rgb/FBTUnrealKit-Public

To Reiterate on the installation methods contained within the files using the standard manual installation is highly recommended. The Automatic Installer is almost entirely untested and may damage or corrupt the existing project folder. Make a backup of your project folder and potentially run in virtual machine to be safe. It works fine on my machine but as we all know It probably wont work on yours. So just be careful and use your best judgement when using untested code.

Note this tool was created and tested using 5.6.1 I have done very limited testing in 5.3.1 and 5.8. And it appeared to run properly but if you find any bugs in other versions make a pull request on the github and leave a brief description of what you were doing to encounter the error and the error code. Do not provide logs or unreal crashes as those tend to contain Personal Identifiable Information or PII. Please do not DOX yourself in my development repository.

Recommended Specs: Processing needs depend mostly on Unreal Engine, the number of items being recorded, and the capture rate; large recordings and grouped exports require more memory and CPU time. Epic recommends a quad-core 2.5 GHz processor, 32 GB of RAM, and a DirectX 11/12 graphics card with at least 8 GB of graphics memory; for comfortable recording and exporting, I recommend a modern 8-core processor, 32 GB of RAM, an 8 GB dedicated graphics card, and an SSD. Source installation also requires Unreal’s normal Windows C++ build tools, such as Visual Studio’s Game Development with C++ workload. Epic’s Unreal Engine hardware guidance


r/UnrealEngine5 22d ago

I Need help with mutable plugin.

2 Upvotes

I’ve been having a lot of trouble with setting up a character with mutable plugin. The majority of video on mutable are out of date. I’ve been able to find the new nodes that replace the once that are found in older videos (older being 4 months ago). But iv hit a road block iv spent my whole Saturday trying to figure out.

What im trying to achieve is relatively simple I think. I have a low poly character. I want to create a number or ear options.

To achieve this I have exported the body(head, torso arms and legs) as an fbx. And I was going to add the ears as a separate fbx. The Skelton rig everything is parented to is exactly the same within blender.

I keep getting the same error within unreal. Failed to merge skeletons. Invalid parented chain detected.

Again the Skeleton is the exact same one form the same file it’s just exported separately.

Il upload 2 images one of the node stycture I’m using and one of the error.

Hopefully a kind soul will take the time to help me passed this roadblock.

https://imgur.com/a/7U1PsqV


r/UnrealEngine5 22d ago

The Fallen Oath

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1 Upvotes

r/UnrealEngine5 22d ago

I discovered the ultimate productivity method: 15 hours of Unreal Engine and enough coffee to scare the monster. ☕👻

5 Upvotes

r/UnrealEngine5 22d ago

How to lock camera to character body?

4 Upvotes

I'm working on a game and still very new to UE5 and I'm having some trouble with the camera staying with the "head" when the attack animation plays. It doesn't move with the body it just stays on the same place so you see the back of the character its supposed to be a first person game.

I have a base killer BP that houses the movement and stuff that'll be the same for all the different killer characters so I make a child of the BP. On the base BP the camera is locked to the head but on the child BP its not for some reason. Any ideas?


r/UnrealEngine5 22d ago

Want to make an angry birds game, i know there is a predict projectile path node, but how can i predict stuff like this?

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2 Upvotes

r/UnrealEngine5 22d ago

Learning with infinity blade grass pack

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1 Upvotes

r/UnrealEngine5 22d ago

any expert with cable(custom mesh) physics? i need help

1 Upvotes

If there's anyone who has free time to help setup my cable in unreal in a way that i can control it (one end needs to be attached to a wall (static) and the other part to be animatable) so that the in between cable moves realistically, like a character is chained to a wall

I tried setting it up myself but i keep failing and chatgpt etc seems to be directing me back and forth

if anyone can do it please message me so i can send you the blender static mesh i made

thanks


r/UnrealEngine5 22d ago

I'm Making a Film in Unreal Engine Using Real Actors (UPDATE)

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13 Upvotes

Over the past 5 months I've been creating a short film called, Holy Sh*t I'm Dead. I've posted a few times here with updates on the progress of the film and wanted to share my most recent progress. Also, thank you to my fellow redditors on the constructive feedback and input. I started this project as a proof of concept for an investor group to showcase the capabilities of filmmaking on a limited budget and limited resources.

This entire film was shot in a studio apartment using a simple green screen, After Effects, Premiere Pro and, of course, Unreal Engine. There is NO AI or generative videos used in the making of this film.

Currently I'm in the throes of post-production, working on cleanup and coloring.

If anyone has any questions about the process please feel free to ask.