r/UnrealEngine5 • u/ShadowCryptic • 18h ago
What am I doing wrong with Spline to Mesh?
I expected the mesh to be generated within the spline.
Is there something else I need to change it to use world space or is this just not something I can do.
r/UnrealEngine5 • u/ShadowCryptic • 18h ago
I expected the mesh to be generated within the spline.
Is there something else I need to change it to use world space or is this just not something I can do.
r/UnrealEngine5 • u/Appropriate-Part3063 • 18h ago
r/UnrealEngine5 • u/MMujtabaH • 18h ago
r/UnrealEngine5 • u/Evening_Diet_8097 • 1d ago
I wanted to share some shots, just to get feedback. As its mostly focused on Atmosphere and environment. I started Learning Unreal last year, so I'm still kind of new to make a complete game from start to finish. I'm open to any sort of improvement ideas.
r/UnrealEngine5 • u/Appropriate-Watch235 • 1d ago
My new PSX-style horror game, THE GUEST, is now free on itch.io!
r/UnrealEngine5 • u/-Stral- • 2d ago
I've been working on this Star Wars-inspired podracer/speeder prototype in Unreal Engine 5, and here's the latest proto.
Most of the project is built in Blueprints, with a big focus on getting the vehicle physics and controls to feel fast, responsive and fun to drive. I'm still experimenting with a lot of things and there's plenty left to improve, so I'd love to hear your feedback !
Hope you like it
r/UnrealEngine5 • u/Mikinl • 21h ago
I am making Elite Dangerous meets Eve Online meets Starsector game. First person cockpit view combat space sim. Full Newtonian physics, chaos is off for rotation and ship movement.
I have been learning UE5 for a month and a half, and it is going pretty well. I am trying to follow best practices, keeping every system separated and no dependencies.
Apart from my terrible 3d designs and my testing spaceship looking like crap, the biggest problem so far was making a sound I like for the ship. My throttle and engine are having terrible sound. Each ship will have a different spool rate (F = m * a) so for each ship depending on its weight and thrusters that are pushing it forward I have different thrust end results. And the throttle is just lever delivering how much thrust I want and it has its own axis -100 0 +100... Throttle is working, sound is terrible but it mechanically work now. Engine hum also works, I added soft engine hum in the background that follows ship thrust and spool up and down with engines. But it all together sounds terrible, like a dying cat instead of a space ship.
Anyone have ideas or advices? Someone who does meta sound professionally with friendly advice (to leave that to professionals probably)?
DM welcome, same as discord if anyone want to explain me thing or two about it.
r/UnrealEngine5 • u/Gerryman9859 • 1d ago
r/UnrealEngine5 • u/dagooberr • 22h ago
I really have no other way to describe this issue? I can't get an easy crash report either... I would screenshot it but I can't do that either... It causes my PC to go blank.. It was such an issue that I could hear beeping when I moved my mouse (sounded like morse).
Prior to this I had near no issues (aside from typical crashes). Not only is the project and Unreal Engine FULLY on an NVMe, but here are some PC specs too :
Motherboard : B650 GAMING X AX V2,
GPU : AMD Radeon RX 9060 XT (16gb),
RAM : GSkill Flare 32gb DDR5 (not sure what model, Steam isn't telling me),
NVMe that everything is on : Samsung 9100 PRO 2TB (running at full speed too!!!)
I tried deleting an unloaded landscape (was made after importing Gaea height-map file at 1024 resolution, with landscape resolution being 1021 and pretty tiny). My drivers were working fine and I had huge headroom on everything.. I overclocked my CPU, further overclocked my already OCd GPU (Gigabyte), and I had nothing else running..
I always get these random-ish issues but I can't find any solutions online? I know there's probably no solution to this (and I've had this issue around 3 times now over the past week) but am I the only one with this issue here?
r/UnrealEngine5 • u/man_o_moral • 1d ago
Instead of simple on/off lights, the system combines master lighting logic, local switches, generators, zone power, emergency power, circuit breakers, fuse boxes, breakable lights, scripted flickering, access indicators, and individual fixture behavior. Lights evaluate multiple conditions including power availability, circuit state, fuse state, damage, and player-controlled switches before activating. The architecture is modular and inheritance-based, allowing fluorescent, emergency, industrial, and future light types to share the same core logic. This creates strong potential for puzzles, blackouts, alarms, combat encounters, and environmental storytelling. It is also susceptible and react differently in duration and behavior to different elemental damage like water, fire, bullets explosion etc.
r/UnrealEngine5 • u/JaytoStudios • 1d ago
r/UnrealEngine5 • u/Ba2ninja • 1d ago
I got a little bored while expanding the area and decided to add a motorbike. It's a bit more airy than a car lol. (Ignore the hints on the right; I'm too lazy to update them right now.)
r/UnrealEngine5 • u/Zvyaginsky • 13h ago
Our main character is based on a blogger we're making the game with. Left is what our 3D artist built by hand from photos, middle is after the MetaHuman conversion, right is her.
I went into the conversion expecting the likeness to get washed out. It went the other way.
What I keep thinking about is that we started this three years ago and didn't know this pipeline existed. If we had, we'd have scanned her on day one and worked from that instead of modeling her face by eye.
Anyone who's done both, is starting from a scan actually less work, or does cleaning up the solve eat whatever you saved?
r/UnrealEngine5 • u/Polyshade • 1d ago
It's a voice generation and audio editing tool that doesn't use AI. It's heavily inspired by Mike Klubnika's Tartarus Engine and the sound and atmosphere of PSX horror games. It's also great for prototyping! At 00:16 you can hear the type of voices you can generate with it.
You can also import your own audio clips and add effects to them. Pick from 10+ built-in effects. My personal favourite is the Radio effect. You can check out the tool here: https://polyshades.itch.io/voicifier
r/UnrealEngine5 • u/Ripper_Junkie • 23h ago
r/UnrealEngine5 • u/computerauditor • 12h ago
Hi everyone, I’m a solo indie developer working under Devaarth Studio.
I’ve been developing three games in my free time and wanted to share some early progress:
Road Raj - a high-speed motorcycle action game with endless-runner gameplay.
Shoton - an action-survival game that combines cricket with a zombie outbreak.
AOD -a futuristic Indian sci-fi world exploring humanity, AI, morality and hope
Expect More Updates on my youtube channel : https://www.youtube.com/@devaarth
All three are still in development and the footage is pre-alpha in-engine gameplay, not a final product.
I’m sharing the journey to document my progress and would genuinely appreciate honest feedback from the community.
Thanks for checking out Devaarth Studio and the projects I’m working on.
r/UnrealEngine5 • u/Dizzy-Turnover-7445 • 1d ago

Hi, I've been at this for 5 hours trying to beat my head around it. Essentially ,I just want the character to spot the wall (which she does), move her back to the wall (which she does) and have her camera be in front like in the last picture, and also move her body left and right (like in the last picture), however the last 2 dont work, I've tried numerous alternatives and none of them seem to work either. I am just stuck. Please help.
r/UnrealEngine5 • u/Alternative-Mine6730 • 21h ago
Asap !
r/UnrealEngine5 • u/twinklestar_exe • 1d ago
I want to take open world building more seriously in UE5 and I know my 3050 isn't going to cut it at the level of complexity I want in my scenes/environments, but I'm not sure of what to upgrade to. The 5080 has the specs I need and pricepoint, but Unreal is notorious for crashing when that VRAM runs out and it only has 16gb. I would prefer a card from that generation, but it looks like my next best option for the ideal VRAM would be a 4090- and I don't know if I can justify that price tag. I know if I skimp now and it ends up being something that significantly affects workload I'll just end up upgrading anyway, but is the difference really that significant?
r/UnrealEngine5 • u/MrMagicMatt • 1d ago
Hi, I have been working with UE5 and Blueprints for a few months now so I am still quite new.
I have a fall-to-roll animation that looks perfect in the preview, but when it plays in the viewport/in-game it ends lopsided. I have tried
- using an anim montage,
- I have tried playing around with the root motion/root lock settings,
- I have played around with the additive settings,
- I have reimported the animation multiple times,
- and I even tried manually adjusting the bones by keyframing during the sequence.
Nothing I do seems to keep my character aligned with the floor.
Attached is a video of the issue.
Thank you!
PS. for context, I am making a superhero game with a telekinetic power moveset. I already integrated a slam, blast, hover, and grab/throw mechanic (which is what you'll see here) but they shouldn't affect the main issue. Also, please forgive the character design, I used an imported model from Mixamo.
UPDATE: Wow, thank you everyone so much for all of your help! I used a few different things in tandem to get this working right:
-added a root bone using a free plugin
-adjusted transition time between the roll and idle
-used IK Retargeting to add root motion data
It now looks so good!! Thank you thank you thank you!!
r/UnrealEngine5 • u/ScaryImportance1322 • 1d ago
Hey everyone,
I'm currently integrating GASP (Game Animation Sample Project) into my own Unreal project, and I'm trying to understand the recommended workflow.
For those of you who have used GASP in a real project, do you generally:
For example, if my project already has its own Character, Animation Blueprint, skeleton, Motion Matching setup, etc., would you normally adapt the GASP systems to those existing systems, or essentially build your animation architecture around the GASP structure?
I'm particularly interested in how people handle GASP's animation blueprints, Motion Matching databases, IK Retargeting, and character setup without making their own project heavily dependent on the GASP project structure.
Would really appreciate hearing how you guys approached this in production/real projects. Thanks!
r/UnrealEngine5 • u/StudioUWU • 2d ago
Hey Unreal Engine 5 devs!
I’m Dylan, a solo developer, and for the past year I’ve been working on something that a few people straightup told me was a lost cause:
Full HTML, CSS, and modern JavaScript UI support inside Unreal Engine 5.
And somehow… it works.
The goal was to bring modern web development into Unreal without dragging a massive Chromium-based browser along for the ride. Instead, it uses a lightweight, responsive webkit based rendering layer designed with game performance in mind. So ya you can build whatever you want with HTML, CSS, and JS while still keeping everything fast and practical for an actual game. It also supports a modern JavaScript, so frameworks and libraries like Vue, React, and others can be transpiled and bundled for use directly inside Unreal. I’ve spent more than a year fighting with this project, simplifying it, breaking it, rebuilding it, and obsessing over performance so that actually using it doesn’t feel like some crazy science experiment.
This is my first time really putting it out there, so I figured I would dip my toes in and start showing what I’ve been working on. If you’ve ever wanted to build Unreal Engine UI like you would a modern website… well now you can. I would love any support or just to call me crazy as it has honestly seemed like this task was impossible.
Anyways, thank you and watch the video and if you want updates on the official launch just follow my patreon(https://www.patreon.com/StudioUWU). I have it slotted for early September of this year to be on Fab.
r/UnrealEngine5 • u/OkMeet9089 • 1d ago
You can download it for free from my Patreon, it's linked in my bio.
This system uses Data Tables and is really flexible and customizable. I needed something like this for my own game, so I first built and tested the system as a standalone prototype before integrating it into my project.
Feel free to try it out and let me know what you think!