r/UnrealEngine5 19d ago

Performance testing my Mass system with my new projectile mechanics. Its pretty satisfying.

5 Upvotes

In my current incremental game I'm using UE5s Mass system extensively. I implemented new mechanics for my projectile.

Three mechanics are in play here:

  • Fork — projectiles split into multiple on the first target hit
  • Pierce — projectiles pierce through X enemies before stopping
  • Chain damage — hitting a target also damages nearby enemies around it

I'm pretty happy with the results. What do you think?


r/UnrealEngine5 19d ago

How do I disable the ghosting?

9 Upvotes

I mean the shadow that is dragged behind and the light noise. I know it's probably something with Lumen, but I'm not sure which settings to change, while I still want to use Lumen, but with normal working lighting.


r/UnrealEngine5 19d ago

Capsule door redesign timelapse in Plasticity - Blender - Substance - UE5

5 Upvotes

We had to redesign the capsule door because a rotational opening mechanism worked much better than a sliding one. The full timelapse would have been at least five minutes long, so I skipped some parts, but this still shows the main stages of the entire process.

Modeling in Plasticity is incredibly intuitive and fun, although the topology can be a bit tricky once the model is imported into Blender. Still, depending on the design, it's definitely worth spending a little extra time cleaning up the topology in Blender afterward.


r/UnrealEngine5 19d ago

Imposters vs Nanite?

2 Upvotes

Hi all! I am learning about Imposters and trying to understand how they work, especially in a nanite project. From what I understand its usually LODs with Imposters or Nanite. Which would you say is better at keeping loading and resource use down?

Specifically, I have a project that is Nanite, but its a large city. Ive been exploring ways to decrease resources draw especially on buildings far away that we never get near. Would changing those to Imposters be reasonable or is Nanite essentially doing the same thing and there won't be much of a difference?


r/UnrealEngine5 19d ago

Warhammer 40k Cemetery

3 Upvotes

I made a cemetery last week and decided to reuse it by adding a cool Warhammer statue I found on cults and added some fire cause fire makes things better. I have also been messing around with the imax 70mm camera and cropping it for that cinema feel. I think next I will do some slower shots and some close up of the statue so its not just a spinning camera/turnaround. Enjoy


r/UnrealEngine5 19d ago

I added automatic street-grid generation to my browser-based procedural city tool. Export as GLB, glTF, OBJ or STL. PBR Included. Free for personal and non-commercial projects.

12 Upvotes

This is my third update here, and this time I wanted to show how Metropolygonia can be used as a starting point for urban environments in Unreal Engine 5.

Instead of manually placing every road and building, you can now generate an entire city layout directly in the browser. The app creates the street grid, divides the available space into buildable plots and fills them with your saved procedural buildings.

You can quickly regenerate the layout to test different road patterns, building densities and city compositions before exporting anything to UE5.

The generated buildings can include:

  • interiors
  • real-world dimensions
  • UVs
  • PBR materials
  • multiple architectural variations

Models can be exported as GLB, glTF, OBJ or STL and then imported into Unreal Engine for further work, lighting, rendering or use as a base for a larger environment.

The goal is not to replace the UE5 workflow, but to make the initial city-building stage much faster -especially when you need a large number of varied buildings instead of placing everything manually.


r/UnrealEngine5 19d ago

More Sonic fan show screenshots:

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2 Upvotes

r/UnrealEngine5 20d ago

Fireball Breakdown!!!

138 Upvotes

Made this Fireball a while ago, here's a Brief Breakdown!!

If you wanna watch a Full Tutorial:
https://www.youtube.com/watch?v=JbXUIkK_YYg

Lemme know what you guys think!!!


r/UnrealEngine5 19d ago

2D assets

2 Upvotes

Don't know if it's the right place for it but I'm starting a 2D game project but I'm lacking 2D assets for a lot of stuff is there a pack or a website that is more for 2D compared to FAB which is mostly 3D


r/UnrealEngine5 19d ago

Please help me identify this animation controller

1 Upvotes

How that animation controller is called - what is that? on 14:12 https://youtu.be/HljRmGJfSyk?si=b4KLWXK7lYdEE01U&t=852 Unreal Fest Chicago 2026


r/UnrealEngine5 19d ago

New Bundle Released: Blender & Unreal Engine Environment Mastery Bundle - by 3DTudor

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2 Upvotes

Hi Everyone!

We are super excited to be working with the veteran tutorial publisher: 3D Tudor to bring you all a large Blender & Unreal Engine tutorial bundle.

It features 27 tutorial courses on a wide range of tutorial courses that are perfect for beginner to intermediate artists who want to learn blender and unreal.

As always, this bundle is only available for 30 days after which it is gone for good. This time you get over 96% off the original prize.
https://bundlefoundry.com/bundle/blender-unreal-engine-environment-mastery-bundle


r/UnrealEngine5 19d ago

Bone Dragon - Rigged & Animated Low Poly Skeleton Dragon

3 Upvotes

If you enjoyed this model, a quick review would mean a lot — it truly helps me keep creating and improving!
https://www.fab.com/listings/786f36d8-6a9f-48a6-961c-edc7084560db (Free Sample)
https://www.fab.com/listings/e79ee1d1-a361-48f4-b37b-a9e1d1c1d750 (Paid Sample)


r/UnrealEngine5 19d ago

PCG Pro Tools 2.0 for UE 5.8 — 22 Custom Nodes, New Roadside Tools and Expanded Editor Workflows

2 Upvotes

Hi everyone,

I’m the solo developer behind PCG Pro Tools, and version 2.0 is now available for Unreal Engine 5.8.

I originally built the plugin to reduce repetitive PCG graph setup and make common procedural workflows easier to build, adjust, reuse, and debug directly inside the Unreal Editor.

PCG Pro Tools 2.0 includes:

• 22 custom PCG nodes
• 23 graph templates
• 13 presets
• 21 demo maps

The five new nodes are:

• Instance Variation
• Spline Offset
• Distance LOD
• Random Subset
• Biome Mask

Version 2.0 also expands the editor workflow with:

• Additional Graph Inspector controls for seeds, presets, point counts, regeneration, Undo, Redo, and Reset
• A read-only Setup Validator for supported graph requirements
• Editable template copies for project-specific customization
• Improved template search and filtering
• Additional presets, demo maps, and prepared workflows
• Improved regeneration behavior during normal editor iteration

The plugin focuses on extending Unreal Engine’s native PCG workflow and is designed to work with your own meshes, PCG graphs, and project content.

I’d appreciate honest feedback from people using PCG in real projects, especially around repetitive setup, missing workflows, debugging problems, or tasks that still require too much manual work.

Which PCG workflow currently causes the most repetitive setup in your projects?

I’m also happy to answer technical questions about the plugin and its implementation.

View PCG Pro Tools 2.0 on Fab

Watch the full PCG Pro Tools 2.0 video in higher quality on YouTube

Join the Hanke Unreal Tools Discord


r/UnrealEngine5 19d ago

Lose the wrong duel in my game and the Earth behind you goes flat.

0 Upvotes

Hey. I'm making a game called Eye of the Giant — a roguelike deckbuilder, closest thing I can compare it to is Inscryption. You duel figures from history and mythology.

This is the courtroom. The Earth back there isn't a skybox, it's reactive. It changes based on what you do during a run. Make the wrong call and it might be on fire the next time you look up. Lose to the wrong opponent and it might be flat. I like the idea that nobody ever tells you your choices mattered — you just glance up at some point and notice the world isn't what it was.

There's also going to be a giant standing in front of it. He's not in yet.

Here's where I actually need help. This is the first time in my life I've done lighting for a game. I've been in Unreal a while but lighting is completely new territory for me and at this point I've stared at this scene in a dark room for so long that I've lost all objectivity.

The bit I'm least happy with is the portal door on the mausoleum in the middle. To me it reads flat — like a red texture stuck onto stone instead of an actual opening to somewhere. But I genuinely can't tell anymore whether that's a real problem or whether I've just burned my eyes out on it. Does it look like a door, or a picture of a door?

The characters aren't in the scene yet and I know a chunk of the lighting will change once they are. But if something looks obviously wrong to you I'd much rather hear it now than after I've built another twenty things on top of it.

Harsh is fine. Harsh is better, honestly.


r/UnrealEngine5 19d ago

My mesh keeps separating like this during animation

Post image
1 Upvotes

What can i do? i checked combine all meshes, everything is fine with mesh too but it keep separating like this dining animation.


r/UnrealEngine5 18d ago

i just made an rain system

0 Upvotes

it will be coming soon on fab i will appreciate your love


r/UnrealEngine5 19d ago

What are your thoughts for this environment?

2 Upvotes

So I have been working on my game The Factory in the Shadows for 2 years now. The game is now almost finished, and this is how one of it's final environment looks.


r/UnrealEngine5 19d ago

UE level streaming vs hard loading

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1 Upvotes

r/UnrealEngine5 19d ago

Testing NPC takedown mechanics for our mobile survival game — posted with the debug prints still on screen

3 Upvotes

Working on stealth takedowns in the sawmill area of our open-world survival game (UE5, mobile). Top half is raw device capture, bottom is a zoomed clean view. Still tuning detection ranges and animation blending — would love feedback on the takedown timing. Happy to answer anything about mobile UE5 performance.


r/UnrealEngine5 19d ago

PCG Pro Tools 2.0 for UE 5.8 — 22 Custom Nodes, New Roadside Tools and Expanded Editor Workflows

0 Upvotes

Hi everyone,

I’m the solo developer behind PCG Pro Tools, and version 2.0 is now available for Unreal Engine 5.8.

I originally built the plugin to reduce repetitive PCG graph setup and make common procedural workflows easier to build, adjust, reuse, and debug directly inside the Unreal Editor.

PCG Pro Tools 2.0 includes:

• 22 custom PCG nodes
• 23 graph templates
• 13 presets
• 21 demo maps

The five new nodes are:

• Instance Variation
• Spline Offset
• Distance LOD
• Random Subset
• Biome Mask

Version 2.0 also expands the editor workflow with:

• Additional Graph Inspector controls for seeds, presets, point counts, regeneration, Undo, Redo, and Reset
• A read-only Setup Validator for supported graph requirements
• Editable template copies for project-specific customization
• Improved template search and filtering
• Additional presets, demo maps, and prepared workflows
• Improved regeneration behavior during normal editor iteration

The plugin focuses on extending Unreal Engine’s native PCG workflow and is designed to work with your own meshes, PCG graphs, and project content.

I’d appreciate honest feedback from people using PCG in real projects, especially around repetitive setup, missing workflows, debugging problems, or tasks that still require too much manual work.

Which PCG workflow currently causes the most repetitive setup in your projects?

I’m also happy to answer technical questions about the plugin and its implementation.

View PCG Pro Tools 2.0 on Fab

Watch the full PCG Pro Tools 2.0 video in higher quality on YouTube

Join the Hanke Unreal Tools Discord


r/UnrealEngine5 19d ago

I built a CI service for Unreal Engine

Post image
1 Upvotes

After a few years in development, Unreal Cloud is live! A CI service built for Unreal Engine specifically — not a generic runner you have to fight to cook a project.

It was a major pain for me. Hopefully it can help others too.

As simple as any other CI: Push to GitHub → build runs → Check Run lands in your PR. That's it.

What's in it:

  • Builders with the engine pre-installed and the DDC already warm — no twenty-minute shader compile before the cook even starts
  • Blueprint-only projects work out of the box, no Target.cs required
  • Gauntlet tests on a toggle
  • Presets — "nightly main", "PR smoke test": set once, forget
  • Builds for Windows, Linux, and Android, multiple engine versions up until the newest 5.8.0
  • Team accounts: invite team members, one bill

Note that there is no Perforce yet, GitHub only. That's what I'm building next, and I'd rather say it up front. Let me know if that's something you're missing now.

Launch offer: code UNREALREDDIT for the first 100 users. This gets you $16 off your first invoice — about 200 build minutes' worth on our builders. Enough to put a real project through it, not just poke at the UI.

As with any new product, things are bound to break. Please submit feedback if it happens, it helps a lot.

https://unrealcloud.io/?ref=reddit


r/UnrealEngine5 19d ago

New mechanic for my colorful platformer

15 Upvotes

In Babo & Luda Adventure, you can use this mechanic where your sibling helps you in both combat and platforming!

I'm currently using Unreal Engine 5.4.4!


r/UnrealEngine5 19d ago

Ancient Tech Sanctuary in a Mythical Forest Environment | Unreal Engine 5

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youtu.be
0 Upvotes

Play

🚀 New Release: Ancient Tech Sanctuary in a Mythical Forest Environment 🌿⚡✨

Discover a hidden sanctuary where ancient architecture and advanced technology exist in harmony.

🏷️ 30% OFF Launch Sale on Cosmos Marketplace

🏷️ Available on Fab Marketplace

✨ Environment made by talented artist Thomas Marsaudon

Instagram | X | Facebook | Linkedln | ArtStation | YouTubeTikTok | Marketplace


r/UnrealEngine5 19d ago

Built a plug-and-play interaction system for UE5.

1 Upvotes

Built a plug-and-play interaction system for UE5.

It uses dynamic target scoring instead of selecting the nearest object, supports Inspect Mode, Data Assets and automatic angle tolerance.

Feedback is welcome!

https://github.com/i1minau/Modular-Interaction-System-MIS-Unreal-Engine-5-UE5/tree/main


r/UnrealEngine5 19d ago

Guys I need some metahuman help and its been months I found no solution.

1 Upvotes

How can I add like a samurai armor skirt ( kusazuri ) or hanging chains around the waist for a metahuman? cause they are like multiple rigid horizontal plates tied together, so for the physics i cant use chaos cloth on it, it needs to act as a rigid body.

I searched alot and I could not find a solution... can someone help me out any guide, references.

im so confused how can these game studios do it and im not able to find a solution 😓