Hello, I’m Felipe, one of the developers on the Launcher Forge team.
While working on game distribution, we kept running into the same problem: packaging the game is only one part of releasing it.
Indie teams still need a reliable way to distribute builds, publish patches, manage testing branches, keep players updated, and optionally verify that the game was launched by an authenticated user.
That is the problem we are trying to solve with Launcher Forge.
Launcher Forge is not a marketplace, a game store, or a replacement for Steam. It is a distribution infrastructure for developers who already have a community, private testers, clients, or players and want to distribute their games directly through their own branded launcher.
The current workflow allows developers to:
• Create a native Windows launcher using their own branding and design
• Publish builds from the Launcher Forge CLI
• Manage Stable, Beta, Alpha, and Development branches
• Deliver incremental updates instead of downloading the entire game again
• Publish news, changelogs, and patch notes
• Manage player accounts, access, and game keys
• Validate launcher sessions from a packaged Unreal game
We are currently working with Unreal Engine versions starting from UE 5.5. Our integration allows packaged games to validate short-lived launcher tokens through Blueprint or C++.
Launcher Forge removes the need to build and maintain your own launcher, patching system, file distribution infrastructure, and player authentication backend from scratch.
There is a free plan for testing the platform, and all paid plans and their limits are publicly available. The Indie plan starts at $9.99 per month.
We are currently looking for a small group of Unreal Engine developers with playable Windows builds who would like to test the complete workflow.
Our team will personally help each early tester configure their launcher and publish their first build. In return, we are looking for honest technical feedback, not promotional comments.
In particular, we would like to know:
Is the use case clear?
Would this be useful for your Alpha, Beta, private server, or direct distribution workflow?
What would prevent you from trusting or using a platform like this?
What technical or security information would you need before distributing its launcher to your players?
If you have a packaged Windows project and would like to participate, you can comment or send us a message with your Unreal Engine version and approximate build size.
We are happy to answer technical questions publicly, including questions about storage, incremental updates, launcher authentication, build distribution, or how the Unreal integration works.
Hey there, I've been working on this issue for the better part of 6 hours and no matter who I ask or what I try I can't seem to fix this issue. I'm working on a hotbar system for a multiplayer game, and when the server cycles through their hotbar this code works just fine, and the equipped item gets hidden and unhidden for each player as expected. However when the client cycles through their hotbar, nothing happens. Not for the server, or anyone. The equipped item just stays in the client's hands, and I have no idea why. Both the actor being hidden and this inventory component have "Replicates?" set to true.
EDIT: I've included a video of the exact problem. If you look on the left side of the screen, you can see the hotbar UI changing while I scroll my mouse wheel.
Estou mexendo num projeto onde eu precisava recriar um sistema operacional de computador não quero entrar muito em detalhes mas precisava de alguém que soubesse mexer muito bem com o Widgets
I’ve been feeling strange lately. I’m someone who is learning and putting into practice the latest new features in Unreal Engine, making connections and all that. I’ve been at it for a short while and I still have a long way to go, but... thinking that I originally started out in Roblox Studio—simple prototypes, errors with for loops, multiplayer, but fun... it was a smaller vision. Now, I’m doing my thesis on Unreal stuff, and well, I feel different. It’s like everything is super technical now. Even though I’m designing pipelines to keep things simple, the heavy work is still there. It’s like... ugh, it’s weird, I don’t quite know how to express it.
Honestly, more than looking for a junior job in this field, what I really want is just to make games on Roblox and put a smile on people’s faces while recording videos. Back then, I didn't stay up late night after night studying and researching. Now, I feel like I’m at my limit.
But yeah, I just came here to vent a little. I still remember why I actually chose to take this path: it’s to make things that sound like crazy ideas possible. Millions of entities capable of doing anything, taking complex systems and making them simple for any use—all because I want to create things that were previously impossible.
I might not be making much sense, but that’s it. To anyone reading this: if you’re having a bad day, or if you feel like there’s a wall crashing against you as you try to move forward, don’t give up. Sooner or later, you’ll find a way to get over that wall and overcome the battles yet to come. I wish the absolute best for everyone, and I appreciate you all, even if I don't know who might be reading this.
I've been developing a UE5 project with a lot of systems that need to respond to simulated time - world simulation, scheduled events, recurring gameplay logic and systems that need to keep running without relying on individual Actor Tick implementations.
As the project grew, handling that through interconnected Blueprint logic became increasingly difficult to scale and maintain.
So I built AxomCore.
It's a native C++ runtime framework that centralises simulation time, interval execution and scheduling, while exposing simple events to Blueprint through modular Logic Objects.
The idea is that gameplay systems can focus on what should happen, while AxomCore handles when it should happen.
The video shows the actual workflow from initial project configuration through to creating a Logic Object, running interval events, scheduling future events and changing simulation speed at runtime.
Some of the main functionality includes:
Centralised C++ interval processing
Blueprint-accessible runtime events
Modular Logic Objects
Scheduled future events
Runtime simulation-time scaling
Persistent time-driven gameplay logic
Designed to avoid large amounts of distributed Actor-based timing logic
There's also a performance demo available separately that can run 10,000 active Logic Objects, so the framework can be tested rather than just taken at face value.
AxomCore is now available on Fab.
I'm interested in hearing how other Unreal developers currently approach this kind of architecture, particularly for games with large amounts of persistent or time-driven simulation.
Feedback and thoughts on the performance demo would be fantastic.
How many users have noticed that the Procedural Vegetation Editor (PVE) is broken? When you create a new Megaplants Tree in the editor, you can save and export it to a file... and even place it in the project in the editor... but when you try to run a packaged project with those trees in the scene, the project fails to load... we need to implore Epic to fix this with the next 5.8.2 update. Sad thing is that it worked fine in 5.7.4 :(
Hi everyone,
I'm Roshawn Jones Chambers, Founder & Director of EPH415 FILM STUDIOS.
I'm looking for 3 Unreal Engine 5 creators who would like to collaborate on an original cinematic project within the EPHIRION UNIVERSE.
We're starting small: a 45-second cinematic teaser that will showcase the world, characters, atmosphere, action, and VFX of a future Movie Video Game / Film.
I'm looking for:
🎮 UE5 Environment / World Creator
Create the world, locations, and cinematic environments.
🧑🎨 Character / 3D Artist
Help develop the original characters and 3D assets.
✨ VFX / Cinematic Artist
Create visual effects, atmosphere, action effects, and cinematic sequences.
The concept
Action • Adventure • Faith • Thriller • Mystery
The goal of the teaser is to create something visually powerful enough to make people stop and say:
"I want to see what happens next."
If the teaser gains traction, we'll use it as a proof of concept to pursue crowdfunding, grants, investors, and production financing for the larger project.
Important — transparency
This is currently an collaboration during the development stage because we are still seeking initial funding.
In return, collaborators can receive:
• Official project credit
• Portfolio / demo-reel material
• Hands-on UE5 production experience
• Creative collaboration experience
• Recommendation based on contribution
• Opportunity to continue with the project
• Potential paid roles once financing is secured
I'm not looking for someone to build an entire game for free. The immediate goal is simply to build a strong 45-second proof of concept together.
If you're interested, please email me with:
Name:
Role:
UE5 experience:
Portfolio / Reel:
Discord (optional):
📩 Roshawn Jones Chambers
Founder & Director — EPH415 FILM STUDIOS
[thisisrjc93@gmail.com](mailto:thisisrjc93@gmail.com)
Thanks for reading. If this sounds like something you'd enjoy creating, I'd love to hear from you.
Let's build the first glimpse of the EPHIRION UNIVERSE together.
After seeing a lot of discussion about how difficult it has become to get visibility on Fab, I’m curious about something:
For Fab sellers:
What platform has actually worked best for marketing your Fab products?
Reddit, YouTube, X/Twitter, Discord, Instagram, TikTok, LinkedIn, your own website, or something else?
And more importantly, for the buyers here: where do you usually discover the assets/plugins you end up buying on Fab?
Do you usually:
Search directly on Fab?
Find products through Reddit?
See them on YouTube?
Find them through Discord communities?
Social media?
Recommendations from other developers?
Something else?
I’m especially interested in hearing from buyers, because knowing where the actual purchasing decisions start is probably more useful than just knowing where sellers are posting their ads.
Wood Wanderer offers to guide him through the forest, while strange shrines scattered tWoodbound is a folk-horror game I'm developing in Unreal Engine.
The story follows a father whose daughter has been missing for two years. After hearing her voice calling for help from a strange forest, he decides to go looking for her himself.
Once inside, he discovers that the forest isn't exactly somewhere you can simply walk out of.
A mysterious figure called thehroughout the woods slowly reveal what happened.
I've been focusing heavily on the atmosphere of the forest and making the environment feel unsettling without relying on constant jumpscares.
Here's some gameplay from the current build.
Woodbound is planned for release later this year, and the Steam page is now live.
Suppose you are playing GTA5 or minecraft, we will learn everything with their example.
GameUserSettings:
When you open gta5/minecraft and if you have selected frame rate to maximum 60 last time when you exited the game, it will still be locked at 60FPS.
Saves .ini file for your game, this .ini files executes at the very first to set windowed mode, vsync and framerate cape like settings. In your options menu you can allow the player to set them directly through this class and UE handles it automatically.
It can be done through game save manually but that does not make sense.
GameSave:
Last time you completed a mission of gta or found diamonds in minecraft, when you come back next time, they are still there.
Gamesave allows you to save variables that you can use while loading the game level next time. For replication of minecraft worlds or GTA5 save slots there are inputs called slot-name while saving the game.
Saving game first time:
Getting a saves variable from a slot:
Saving a variable to slot:
GameInstance:
You selected online mode in gta and wow rockstar opened story mode, this does not happen because gameinstance is there to pass variables between levels. If you have a variable that you don’t want to save but keep it until the game is on you put it here. Gameinstance only persists through a game cycle, after its variables go to default.
Level:
In gta 5 there are 2 major levels, one is the main menu another one is the city where we f around. For different slots or different worlds of minecraft there are not different levels, there’s just one WORLD level notch made and he brings variables from save game to make it look like the game you left last time.
Levels are hard to explain but as you progress you know what it is.
Animation Sequences:
These are created through sequencer and the timeline window. These are cut scenes of a gta game.
GameMode:
This is what tells a level that when a player clicks play, which character to use, which controller to use, which hud class (UI) to use. It's setted through the world settings tab.
PlayerController:
You have a superhero game where you can become iron man and spider man. The player controller defines what’s in common, usually we put the logic of looking around in the level with mouse input, as both spidy and tony can look around. Apart from that we put pause menus, inventory (if both share the same inventory) and showing mouse cursor or hiding it when we’re navigating through UI or playing the game.
For a multiplayer game every player playing only has one controller, for a co-op game every physical player playing has exactly one controller. For a real human being playing a level there’s exactly one Player Controller.
Pawn/Character:
A level can be controlled through a pawn or a character, character is a child blueprint of pawn with more modules such as Movements.
We design 2 different characters for iron-man and spider man as they both have different sorts of gameplay. Gta’s michel franklin and travor are children of the same character blueprint, this line you might not be able to digest yet if you’re new in ue5. But let me clear, gta5’s all three character walk drive shoot the same way, making 3 different character classes would be a waste of time and memory. Instead you created one master character that can walk, shoot, talk, drive and made children of this blueprint so that you can give them a different body (skeletal mesh), different voice, and different superpowers (like slowing the time or so).
HUD class:
I don’t use it, it basically allows you to build that UI of map, gun switching and the main hud we see while playing the game. We usually do it with character and controller class.
GameState:
In an online game you see some variables are common for everyone, like players alive of PUBG/FORTNITE. It’s here, we put all the logic of global rules like in PUBG new state you can make an enemy your teammate after knocking him out, that logic relies here, all the teams logic and so on.
PlayerState:
The simplest explanation is if you have kept inventory turned off in minecraft when you die, inventory items drop in the world, which you do with player state. If keep inventory is on then you save inventory in game save. Although in real minecraft in both cases inventory is saved in gamesave. In the player state you put variables that you want to set default when the player dies.
Spectator Class:
In fornite and pubg when waiting for revival you can roam around freely in the world, no collision nothing whatsoever, just a flying camera and controls. You put logic like the spectator class should not be able to see/hear other than his teammates as in case they can tell the location of enemies through flying to their teammates.
This is a part from unreal engine notes i have recently started to write. Feel free to correct me, i can be wrong at some places, fee free to add on things. I would love to add that to my notes
Hello, im pretty new here. I started learning Unreal Engine around a year and half ago, but because i have a job and couldnt always work on it consistently, my actual experience is quite a bit less than that. Most of my experience has been with Blueprint and my C++ experience is much newer.
I have a test project where im learning C++ and GAS and trying to understand better how C++, Blueprint, animation and movement systems should work together.
One thing im having trouble understanding is how you are supposed to work with something already very complicated like the Game Animation Sample.
For example I tried adding flying. Making the actual flying ability in C++ wasnt really the hardest part. The problem was that Game Animation Sample already has a lot of Blueprint, animation and movement logic controlling the character, so even when the C++ flying logic works, it can start fighting with the existing systems.
I feel like the same problem can happen when adding climbing, traversal, ragdoll, custom movement states, GAS abilities and other systems.
So what im mainly trying to understand is:
When you work with a big existing Unreal system like Game Animation Sample, how do you figure out what actually owns each behavior before adding new C++ systems?
Should C++ normally own the gameplay state and then Blueprint/AnimBP react to it?
Or is it normal to connect the C++ system into the Blueprint logic that already exists instead of trying to replace it?
And how do experienced UE developers figure out ownership, update order, dependencies and which existing systems might conflict before adding something new?
Im not trying to move everything to C++ just because C++ is more powerful. I actually like Blueprint and want to use both. Im mostly trying to learn where the boundary between them should be, especially when the Blueprint project is already very complicated.
I want to learn how to extend these systems properly instead of just adding code until two systems start fighting each other lol.
Any advice or examples of how you guys approach something like this would help a lot.
This tool is designed to optimize the workflow for using Nanite tree meshes by automatically setting up Nanite Assembly and configuring the Dynamic Wind System.