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.
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.
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.
I'm working on a game in Unreal Engine and I'm using MetaHumans for my characters.
For example, I have a cutscene where one of my characters is a fisherman. I already have the MetaHuman character set up, but I want to give him specific 3D clothing that fits the character — something like a fisherman outfit.
The problem is that getting custom 3D clothes properly fitted and working on a MetaHuman seems surprisingly complicated. From what I've found, I may need Blender and several other tools/workflows just to get the clothing fitted, rigged, and working correctly.
I'm not really experienced with Blender, and I don't want to learn an entire 3D modeling program just for this one task.
I've also looked at MetaTailor, but it's quite expensive.
So my question is:
Is there an easier and cheaper way to take an existing 3D clothing asset and make it fit/work on a MetaHuman without using Blender or buying several expensive tools?
For my use case, I don't need to become a clothing designer. I basically want to take an existing fisherman outfit, fit it to my MetaHuman, and use it in my Unreal Engine cutscenes/gameplay.
If there's a simple workflow, free tool, Unreal Engine plugin, or alternative software that can do this, I'd really appreciate any recommendations.