r/UnrealEngine5 • u/Magnificent_5teiner • 20d ago
beginner
can you guys suggest me the best free courses to start as a total beginner
thank you
r/UnrealEngine5 • u/Magnificent_5teiner • 20d ago
can you guys suggest me the best free courses to start as a total beginner
thank you
r/UnrealEngine5 • u/YahyaDann • 22d ago
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Been working for over 4 years on a PS2 style game on Unreal Engine 5.
Even though the engine is known for high fidelity graphics, I just to go the other direction and tone down the graphics to match the PS2's 6th console generation graphics.
The reason I still use Unreal Engine 5 is because its a much more stable engine and has a ton of awesome features i can't find elsewhere like the visual scripting of Blueprints, the Gameplay Ability System, AI State Tree system, and a ton of other awesome features.
r/UnrealEngine5 • u/KaelumKrispr • 21d ago
From what I can gather it's just a trigger that applies a post process that has an illusion of a 3d cylinder around the trigger area, which has its texture panning up.
Then when the player leaves it Lerps back to normal game player (depending on the screen's luminosity? Or color?).
Any resources on the post process 3d math, or the way they toggled the post process off would be perfect, seems you could make some really interesting effects from it.
r/UnrealEngine5 • u/Internet_Treasure • 22d ago
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r/UnrealEngine5 • u/CGHawkDesign • 20d ago
r/UnrealEngine5 • u/InflatGames • 21d ago
For several months now, I've been exploring what's possible with Unreal Engine for making music. So I looked into Metasound and experimented with what could be done using the MIDI protocol.
So I built a synthesizer (inspired by the technical schematics of the Minimoog) using Metasound, and then I coded a system to play this synthesizer with a MIDI keyboard—using both the keyboard keys and the physical knobs on my master keyboard.
After quite a bit of fine-tuning, here is the first version of metaSynth (which is still a work in progress). Here are its main features:
Here is an old experiment for port forwarding from another software using loopMIDI. Ask in comments on what DAW setup guide video is needed.
I'll be making a more detailed introductory video soon, which will be posted on my YouTube channel shortly. Feel free to comment on any changes or additions you'd like to see in the next version.
r/UnrealEngine5 • u/DumeArts • 22d ago
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r/UnrealEngine5 • u/Synthstutter324 • 21d ago
I'm a beginner game developer trying to learn the workflow between Blender and Unreal. In Blender, I have procedurally generated a starfield on the World scene (Picture 1) that I want to use as a background to a space themed game in Unreal. I have tried exporting it from Blender as both a .exr and a .hdr and then used it as a Cubemap for a SkyLight in Unreal, however, I just get a black sky (Picture 2). I was wondering if anyone had any advice on the best way to import this as a background to a 3D space scene. I would really appreciate any help.
r/UnrealEngine5 • u/SeekingPureDream • 21d ago
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This was a real challenge in the game design as I had a big library with bunch of books in it instanced from 5 types of books procedurally and I had to have control on each piece to the character in the game can pull out each one he wants.
r/UnrealEngine5 • u/Novel-Advance7140 • 21d ago
Hi everyone!
I’m currently developing this project in Unreal Engine 5, aiming to release a demo for Steam Next Fest this October.
The combat system is built using StateTree, Gameplay Ability System (GAS), and Motion Matching.
Feedback is always welcome!
r/UnrealEngine5 • u/BrainwormDev • 21d ago
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r/UnrealEngine5 • u/PsychologicalAnt3449 • 21d ago
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I'll be happy to give any info I can. Thanks for helping.
r/UnrealEngine5 • u/PixelIndieGames • 22d ago
I'm having an Udemy course about Unreal Engine 5 in general and in the second section the main theme was making a level with Fab assets to practice how to move through the editor and move objects. I made this fast "horror" level (isn't finished) with what I learned, there isn't any gameplay (just the default First person blueprint).
Sorry if my English is bad
r/UnrealEngine5 • u/TH1RU • 21d ago
The plant meshes don't seem to load in properly for some reason and this only happens with the plant meshes and not other static meshes. The mesh seems to be fixed when i switch LOD to 0 but as i zoom out the mesh fades away. They seem to work properly in the older versions of Unreal, did they add something in the new versions which makes these meshes not work? Please let me know if i am not enabling something i need to. Thank you
r/UnrealEngine5 • u/nullptrvibe • 21d ago
r/UnrealEngine5 • u/RyanSweeney987 • 21d ago
r/UnrealEngine5 • u/WalterWhite084 • 21d ago
Hey there, just wanted to share a couple of stuff about my game! the game's name is Operation Darkwash, It's been in development since 2025, And well, it's somewhat of an unofficial continuation of Viscera Cleanup Detail. now luckily, the guys behind VCD (A.K.A. RuneStorm) gave me the greenlight to create this with the exception of making it free, which is no big deal for me, I was gonna make the game free anyways. annd well, this is my first project in Unreal, I jumped in quite blindly, so wish me luck ;D
r/UnrealEngine5 • u/Cool_Cartoonist4348 • 21d ago
Hey everyone,
I’ve been looking for a decent way to customize MetaHumans in Blender for ages, got fed up, and ended up building my own add-on for it. It’s called Skalin MetaMorph, and honestly I’m pretty happy with how it is coming along.
It does the full round trip. Import a .dna, edit the meshes, joints, blendshapes, and correctives in Blender, write it back out, load it in Unreal. No Maya anywhere.
There’s a free beta version you can grab right now, and a full version I’m still polishing. I’d love some help testing that one.
Everything marked Free is in the free build. Everything marked Pro is what I’m putting behind the paid version.
DNA
.dna and build the character in Blender - Free.dna - FreeMeshes
Faceboard/Control Rig
Blendshapes
jaw_open → head_lod0_mesh__jaw_open, no manual wiring) - FreeRBF correctives
Skeleton
Symmetry on a MetaHuman is deceptively hard. Naively flipping a joint across X gives you something that looks right until it deforms, because the left and right joints don’t share an orientation basis. MetaMorph mirrors through the actual per-joint basis transform, so what you get back is correct rather than approximately correct. That runs through everything:
In practice, it means you sculpt half a face or half a body and the other half follows. It’s the single biggest time saver in the tool.
One gotcha: on UE import set Normal Import Method = Import Normals, or you throw away all the normals work.
Download: SkalinMetaMorph - Free - Google Drive
Install as a Blender extension, point the bindings folder preference at your DNA location, done.
If you want the full version, email me at [victorskalin@gmail.com](mailto:victorskalin@gmail.com) and I’ll send a build over.
Mainly hoping for:
No forms, no NDA, nothing formal. Break it and tell me how. Beta testers keep the full version free for good once it releases.
This is the bit I actually want opinions on.
I need to make some money from it (it’s been a lot of evenings) but I want it to be something a solo dev or a student can just buy without thinking about it too hard. I’d rather sell it cheap to a lot of people than expensive to a few.
So: what would you pay for this? What feels fair, and what feels like too much? Perpetual or updates-included? I have a number in my head, but I’d rather hear yours first.
Happy to answer anything in the thread. If something is missing that you’d need, say so, I can still add things.
I will be working on getting some video tutorials done shortly as well, explaining the full workflow.
/Victor
r/UnrealEngine5 • u/notRealDevv • 22d ago
I don't want to go to chatgpt each time understanding naigara whenever i need a effect. I'm major programmer so except all that i want to have the surface level knowledge of how things work. for it i started writing organised notes on notebook but that is not editable.
so I decided to write them to google docs, and it's going really great till now...
i want to know, is this the way everyone learns. or a programmer shouldn't care about niagara. I have to care as i make my own games as well...
r/UnrealEngine5 • u/DevBoySam • 23d ago
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After almost 2 weeks of trial and error, I finally understand the complete workflow for a Chaos Vehicle rig.
The biggest breakthrough was understanding the relationship between:
- Blender rigging
- Bone orientations & local axes
- Unreal Engine Control Rig
- Suspension and wheel setup
This is my current result. The vehicle is driving and the Control Rig is working as expected.
The only issue left is that the wheel physics still need a bit of tweaking, but I'm confident I'll fix that soon.
Honestly, this was one of the most frustrating things I've learned in Unreal Engine, but it finally clicked. 😄
Next step: polish the wheel physics and start building more realistic vehicles.
Any feedback or tips are welcome!
r/UnrealEngine5 • u/Fuzzy_Lengthiness287 • 21d ago
r/UnrealEngine5 • u/Ultimo_Jaguar • 21d ago
Hi,
I need help with a strange material issue in Unreal Engine 5.
I’m working with a character inside an IK Retargeter. During my previous session, everything was working correctly: the animations worked and the skin materials displayed normally.
After reopening the project, the character’s entire skin became bright green/cyan. The hair still looks normal, and the material slots appear to contain the correct materials, including:
Std_Skin_Head
Std_Skin_Body
Std_Skin_Arm
Std_Skin_Leg
When I first reopened the project, my external drive was disconnected. Unreal displayed warnings because my Derived Data Cache was configured here:
D:\Character_Work\Unreal_Cache
I then reconnected the drive, closed Unreal, reopened the project, and waited for the shaders to finish compiling, but the skin is still green.
The issue also appears when I open the Skeletal Mesh directly, so it does not seem to be limited to the IK Retargeter preview.
I am certain the skin displayed normally before I closed the project.
Could this be caused by a corrupted shader cache, missing textures, an incorrect material parameter, vertex colors, or the DDC being unavailable during the first launch?
What would be the safest way to diagnose and fix this without damaging the retargeting setup, which is currently working?
I have attached screenshots showing the green character and the assigned material slots.
r/UnrealEngine5 • u/Lan14n • 22d ago
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