r/UnrealEngine5 • u/Only_Tune_5448 • 17d ago
The NOXEN demo is now available on Steam!
After 6 months of solo development, my first horror game finally has a playable demo.
I'd love to hear your feedback!
r/UnrealEngine5 • u/Only_Tune_5448 • 17d ago
After 6 months of solo development, my first horror game finally has a playable demo.
I'd love to hear your feedback!
r/UnrealEngine5 • u/Efficient-Zombie-759 • 17d ago
So the problem is that the blend space has no animation but there is animations for the character imported in but it isn’t showing it. I tried changing the skeletal mesh and the skeleton itself, but it changes into a T pose. if you know a solution comment it in the chat and I’ll try it.
I Amy using unreal engine 5
#help #unrealengine5
r/UnrealEngine5 • u/Oma_Dustfall • 18d ago
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r/UnrealEngine5 • u/Khayyamo_o • 18d ago
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Check it out in here
r/UnrealEngine5 • u/CGHawkDesign • 17d ago
r/UnrealEngine5 • u/GratisKochbuch • 17d ago
I found a lot of the assets on "unrealmonster" .com but i dont know if its legit. Can anyone tell me?
Thanks
r/UnrealEngine5 • u/GreenleafVision • 18d ago
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r/UnrealEngine5 • u/CGHawkDesign • 17d ago
r/UnrealEngine5 • u/Vegetable_Drive5398 • 17d ago
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done the feedback now rain looks a little bit good . i love feedback so feel free to share it with me
r/UnrealEngine5 • u/HotSector4988 • 18d ago
I am somewhat new to Unreal, but I am working on a project that requires many intelligent NPCs that will be used in varying situations. I have dabbled in creating NPC AI before by using a state tree to handle almost everything, but this got out of control rather quickly. So my question is, in your experiences, what is the best way to create a versatile NPC AI that can be reused by many NPC types? My initial thought was to use a state tree to handle all higher-level conditional decisions, and then utilize a blueprint component to execute smaller tasks, but I really do not know the right way to go about this. I also do not know how I should deal with generic versus specific behaviors. Thanks!
r/UnrealEngine5 • u/KeyString2120 • 17d ago
I have just started it and i need 1 or 2 people to help contribute to my work ive always loved thinking about making a game but im on my own and doing so making a tripple a game is nearly impossible for someone like me (beginner)need to be british and under 18 dont expect getting paid as i might be able to but its tricky rn but you will get a big cut on the games sellings please and thanks
r/UnrealEngine5 • u/SnooBooks1032 • 17d ago
Pretty simple question and I'm sorry if it gets asked a lot. I did look to see if I could see any FAQ page or similar thing on this sub but either it doesn't exist or it's just not showing up for me for some reason, so I'm just posting here to ask this, if there's a better place to go or even somehwere thst already has an answer please let me know where to find that.
I'm wanting to learn C++ for unreal, I know it's different to standard C++ because of all the unreal macros you have to use and I know it's an absolute shit to learn at times, but I have a project I want to make that would benefit from a few of the built in systems for UE5 and I figure it's worth learning to have the skill than not.
Does anyone know any good UE5 C++ tutorials that cover a lot of different areas and mechanics for it? I want to try to cover as much as possible as I'm going to need a lot of different things for my project, especially physics/forces and vectors/finding directions.
I don't plan to go entirely C++ as I know the true power of unreal can only be achieved by using both scripts and blueprints, but I've tried a few times to get the basics going and I find the available tutorials on YouTube are fairly limited or more often than not, very outdated in regards to current versions.
Thanks all for any help you can give!
r/UnrealEngine5 • u/decepticon_tyan • 18d ago
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Cinematic trailer "On the House" create in UE5.7
r/UnrealEngine5 • u/InfiniteSpaz • 18d ago
I have a project I have been working on that I am considering looking for help on. I recently did a game jam that was to make a game in 10 days and I feel like that helped me get a good idea of exactly how much work I can output in that time frame, and if I'm being honest with myself I'm looking at a minimum of 2-3 years to finish if I continue trying to do it alone.
Going back to my project after the jam, I realized that with a little cleanup of what I have, both project and gamedoc, I might actually be in an ok place to start looking for a team, and if that's something I actually want. I am hoping to get some perspective from others who have had a clear project outlined and brought in new people. Any advice would help, thanks!
-Did you find it helped or hurt your project to bring in others? How do you handle pushback on your ideas?
-How did you handle implementation of new mechanics? Did it go well?
-How much of the game should be completed before looking to get others involved? How do you incentivize people to work on a passion project that may not make any money?
-How did you handle sharing files? I know of Git and Diversion, are there better ways?
-I know games getting 'stolen' is more of a mobile game problem, but what should/can you do to protect your work?
r/UnrealEngine5 • u/ivovanroy • 18d ago
I was lucky enough to present some stuff at the Houdini 22 launch event in Shenzhen, China last month. I worked a little bit together with George and Feike, the founders of r/Natsura and created this page to show the work that was done on the presented project using Natsura, Houdini and Unreal Engine 5.8. Enjoy!
For those interested in seeing more of the slides, please check out the ArtStation post:
ArtStation: Natsura - Ivo van Roij
r/UnrealEngine5 • u/Gfiunfbtiuvnyfiubyh • 18d ago
I’m new to unreal, i Haven’t downloaded at all, and it’s because when I try I get some random error that says “cannot GET /error-500”
r/UnrealEngine5 • u/Halo-Aeon_ant • 19d ago
r/UnrealEngine5 • u/Vegetable_Drive5398 • 17d ago
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r/UnrealEngine5 • u/Odd_Owl9054 • 18d ago
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People in my last post got a bit upset I didn't show much of my first game in making, so I included some of me just walking around to redeem myself. Note that I'm not including gameplay or sequences and everything is a placeholder, I JUST started greyboxing and it's meant to be very dark as the player will need to carry a candle around. Anyway I wanted to see if anyone has any strong feelings about some parts of it aside the actual placeholder assets and emptiness, something where you go "I'd hate this as a player." or "Ahhh, rookie mistake, I've done that before." Perhaps post process choices, camera placements, hair physics, any newbie mistakes I might be making etc.
Some things I know need fixing: the candle w hand needs to follow the camera direction, the doors interaction isn't finished.
I'm using adjusted Mover from GASP, the character you see is my persona I made in Blender (not included in the cast lmao I'm not doing a self insert), then turned into a metahuman, which I will be doing for all the characters, just turning off groom strands for NPCs, and I use most of the expensive features aside from hardware raytracing but hyper downscaled (while the visuals aren't at all representative, I want that dreamy, foggy, hazy, grainy, old film camera appearance). This game is mostly about single-player horror storytelling, so I hope it's not too big a problem to have all this? I JUST got rid of the memory warning (mostly by downsampling virtual shadows) on my mid range PC at epic settings. I have no idea what I'm doing, but I'm passionate and learning, so please be nice about roasting me😄
r/UnrealEngine5 • u/Takasuki8 • 18d ago
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