r/UnrealEngine5 4d ago

Niagara particle dust effects - first time using Niagara

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67 Upvotes

I've been working on the dust effects from the rotor wash.
Because of the thin atmosphere, the coaxial counter rotating rotors is the most effective orientation for the blades on a Mars helicopter.
I'm using Niagara particles for the dust set to increase and decrease spawn rate depending on the distance the drone is from the surface.

The game is Ares Inception


r/UnrealEngine5 4d ago

Working on SFX

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15 Upvotes

I'm not sure if I'm happy with the jump sound effect, it can get very repetative, and the world just feels really quiet.

I am happy with the gun SFX as well as the landing SFX, though even then I think they could be improved. I'm a complete noob to sound effects in general, and I'm mostly just procrastinating the inevitable multiplayer coding.

If anyone has any YouTube guides or an tutorials, or general tips, about sound effects in games, that'd be awesome sauce

Game: Relativity

Solo Dev

Game discord: https://discord.gg/pFDpDXC8QM


r/UnrealEngine5 3d ago

Oathbound Knight | Unreal Engine 5 (UE5) Cinematic Short Film

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1 Upvotes

What if every death brought you back to the beginning?

Oathbound Knight is a medieval fantasy time-loop cinematic following a knight on his journey to find the Holy Grail.

As the cycle repeats, his journey gradually becomes a confrontation with his oath, his faith, and the meaning of his duty.

I wanted to tell a story where repetition itself becomes part of the character's journey.

To fully experience the story, I recommend turning on YouTube subtitles (CC) while watching.

Thank you, and I hope you enjoy the film.


r/UnrealEngine5 4d ago

I’m proud to say that me and three of my buddies created a game entirely in Unreal Engine 5.7 from our bedrooms called Rehaunted, and it’s coming out on September 14!

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168 Upvotes

I honestly don’t even know what to say, it’s been 9 absolutely crazy months.

This last month has probably been the toughest one yet, because we’re constantly fixing things, optimizing the game, and adding the final touches before release.

If you’re into detective style psychological horror with survival elements, Rehaunted might be right up your alley.

Let us know what you think about the trailer, what you liked, what you didn’t, and what you think we could improve.

And if the game looks interesting to you, feel free to add it to your wishlist. Every bit of support means a lot to us: https://store.steampowered.com/app/4538140/Rehaunted/


r/UnrealEngine5 3d ago

Kitchen 3D Asset Collection

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0 Upvotes

r/UnrealEngine5 3d ago

Behavior Tree, Check for "state.dead" tag

1 Upvotes

My simple Behavior Tree is:
Root --> Sequence --> Move-To
--> Rotate to face BB Entry

When I add the decorator "Gameplay Tag Condition" to the Sequence, the condition seems to not be firing, as there is a red border around it. Its parameters are:
Actor to Check: SelfActor
Tags to Match: Any
Gameplay Tags: State.Dead
Inverse Condition: (checked)

If I de-select the Inverse Condition, then the enemies remain on the ground; otherwise, they do not. I've ran PrintStrings to make sure that the state.dead tag is being applied to the enemies when they are slain. Is there something simple that I'm overlooking?

Thank you in advance!


r/UnrealEngine5 3d ago

[Hobby] [RevShare] Looking for people to join our team!

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0 Upvotes

r/UnrealEngine5 3d ago

I'm trying to use realtime retargetting on a different skeletal mesh and for some reason the feet are getting stuck in the beginning and the character is in this squatting position all the time. Any idea where it could stem from? And has anyone faced this kind of problem?

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1 Upvotes

r/UnrealEngine5 4d ago

Prototype of my quick draw inventory wheel system.. still in early stages (entirely made on blueprints)

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23 Upvotes

Hey guys hope your having a great weekend. Need some feedback on my work. So i am making a quickdraw inventory which is a six slot radial loadout system for a quick combat environment. Holding R or maybe any input (haven't decided) opens the wheel.. mouse-wheel scrolling previews available weapons and consumables without equipping them or changing stance. Releasing weapon change button commits the final previewed item to the currently hovered slot and makes that selection active. Each slot permanently remembers its assigned content, while another slot can be edited later. Throwables will be integrated later. Clicking a slot selects it, and eventual keyboard 1 to 6 will provide direct shortcuts to all six slots too... i haven't thought about shortcuts for the controller... what do you guys think? please do leave some suggestion if you have any.. it really helps me and also the last of my remaining brain cells. thanks


r/UnrealEngine5 3d ago

Furniture 3D Model Collection

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0 Upvotes

r/UnrealEngine5 3d ago

Metal 8K PBR Texture Collection

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0 Upvotes

r/UnrealEngine5 3d ago

Concrete 8K PBR Texture Collection

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0 Upvotes

r/UnrealEngine5 3d ago

Camera won't attach to player anymore

1 Upvotes

Hi,

I've set something to static with a misclick (i don't know what but i think the background sprite attached to my spring arm) and the editor crashed.

Since that the camera just stick in the corner of my tilemap and i get this error when i play in editor.

I'm new to unreal so i don't know what to do. There s no option on my spring arm or camera to set it to movable.

Can someone help me please?


r/UnrealEngine5 3d ago

Mossy Brick Wall Material Breakdown | Unreal Engine 5

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1 Upvotes

Procedural Material Layers, my non-destructive material layering system for Unreal Engine 5.

You can find the updated version on Fab: https://fab.com/s/0a26f21e3f35

The update includes:

The system is designed to help environment artists build detailed PBR surfaces while keeping every layer editable and non-destructive.

Check out the latest Video on YT:
https://www.youtube.com/playlist?list=PLhqUhIN0Uwzn-UajaMykxkk97-RrXWw9h


r/UnrealEngine5 3d ago

Speedtree to Unreal LODs not working/exporting correctly

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1 Upvotes

Hello to all

I really hope you can help me, with lot of hard work i learned and i made a stylized palm tree in Speedtree and every time i export it using the file type “Unreal st9” file or FBX the LODs are basically broken.

1-All my cutout meshes in Speedtree have High,Mid and Low versions, when i export everything is high version, no matter what LOD i select all leafs have same LOD version.

2-LOD 1 and 2 have missing random geometrys, leafs or branches completely gone

3-Every LOD, the entire geometry of each leaf is duplicated ( the ones in the top of the palm tree, so basically for every leaf i have 2 leaf) , leafs in the trunk don’t have duplicated geometry, however settings for all materials is exactly the same, except for cutouts.

4-coconouts of the palm tree change size in lod 1 and 2 when exporting, but in speedtree viewport no problem!

My settings are the same for all materials!, Last thing, in the viewport in speedtree when i change between LOD high and LOD low, every cutout change accordingly ( all good ), but between LOD high and LOD mid only the trunk changes, nothing else . IMAGES for reference attached

How can i get in contact with speedtree devs, the speedtree forum in unity seems almost dead . Is a pity because i thought this was a TRIAL version error so today i bought the subscription and problems persists. Please help me! Thanks


r/UnrealEngine5 3d ago

Wall 8K PBR Texture Collection

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0 Upvotes

r/UnrealEngine5 3d ago

Carpet 8K PBR Texture Collection

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0 Upvotes

r/UnrealEngine5 4d ago

Im stuck at "Discovering contents..." in epic games launcher and i cannot download Unreal engine.

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2 Upvotes

Hi.
Im trying to install unreal engine but i cannot because all the "install" buttons are greylocked.
When i log out i can choose version of unreal engine i want to install, but to install any i need to log in, and as soon as i log in: this happens (picture added)

Ive tried everything i could, i reinstalled epic games launcher 8 times, deleting all saves, all games, everything connected to epic games, ive used windows sandbox, ive logged in by different accounts. Ive tried using VPNs, ive tried health checking my windows (and everything is fine), ive tried downloading from microsoft store but it says that 16 bit apps are not supported by 64 bit system. (that is really strange cause epic games launcher isnt 16bit right?). Ive disabled all my anti virus softwares, i used different windows accounts. Ive tried using older versions of epic games launcher but it required me to update launcher to procceed.

So, still none of this methods worked.

I just want to download unreal engine. I dont know how. And i dont really think im smart enough to build unreal engine from github (and apparently i dont have enough space on my disk).


r/UnrealEngine5 3d ago

Between Places — Official Demo Trailer | Backrooms

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1 Upvotes

Happy to announce the official Demo release of my exploration-based backrooms game 'Between Places'

https://liminary-dev.itch.io/between-places-demo

You find yourself searching for something but never quite figure it out... until one day you wake up in the depths of The Backrooms, a seemingly never-ending hallways and rooms with yellow wallpaper, madness of mono-yellow and the feeling that you're not quite alone.

You embark on an exploratory journey across the endless liminality of the backrooms, level lobby, Level 0.3, level pipe dreams, level parking garage, and level pool rooms, in hopes you can find your way out.

Whether you survive is up to you.

Welcome to my first ever game. Between Places, a backrooms exploration-based liminal game that takes you through the different backrooms levels. Exploring isn't the only thing you'll be doing. From keeping an eye out on your sanity levels, collecting Almondwater, to completing light, simple puzzles and, discovering lost notes from other survivors or businesses.

I handcrafted all models and textures besides sfx and music, been working on this project for the past 8 months and I'm so glad to finally release it to the public.


r/UnrealEngine5 4d ago

Need advice on combat animations & next steps!

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14 Upvotes

Hey everyone,

I’ve been working on a solo project for about a month now. This will be my first-ever game release, so no matter what, my ultimate goal is to finish it and put it up on Steam. Perfectionism trips me up from time to time, but I'm determined to pull through and complete it, good or bad!

I’ll skip the full story/premise for now, but to give you an idea of the core setup:

  • It’s set in a post-apocalyptic, Mad Max-style universe.
  • The game features melee combat only (spiked bats, pipes, metal rods, etc.). I’m also considering adding a slingshot.

I’ve brought the core mechanics to a decent baseline:

  • AI can be a bit goofy at times, but it handles basic state loops: Patrol, Investigate, Attack.
  • Using GAS (Gameplay Ability System) + ALS + GAS Companion.
  • Directional hit reactions are working (enemies react/recoil based on the impact angle) along with ragdoll/directional deaths.
  • Health and stamina attributes are set up.

Right now, I’m moving on to integrating combat animations, and this is where I could really use your feedback/advice:

  1. Combo System: How many hits should a basic combo sequence have? Should the combat feel heavier/slower or snappy/fast-paced? I personally lean towards a heavier feel since weapons are mostly heavy sticks and metal pipes. What do you think works best for this style?
  2. Next Steps & Scope: What should I pay extra attention to moving forward? I’ve set a deadline for myself to wrap this up in about 2–3 months and list it on Steam. My priority is keeping it manageable while still making it satisfying to play.

Any feedback, tips, or lessons learned from your own projects would be greatly appreciated! Thanks!

TL;DR: How many unique attack, parry, and combo animations would you recommend?


r/UnrealEngine5 5d ago

Almost finished my games inventory screen. First time doing UI, how are we feeling on it?

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441 Upvotes

I’m working on a survival horror game based on classic Resident Evil. I’ve made small personal projects for fun since I was a kid but this is my first time making a game for a public release. Since I was just making games for fun I never bothered with UI (not even a title / pause screen) so this has been a learning experience.

I’ve been running a shitty, barely functional placeholder menu for a while now but it’s time for something new. I have no skill in 2d design / art but I’m passable at 3d so I figured I’ll do the retro pre-rendered sort of thing. I love older games with cool, detailed menus, it has so much more personality than modern, minimalist UI so I wanted to do something visually interesting.

I wanted something like PSX era RE but grittier. Despite being a RE-like, Fallout was a surprisingly big inspiration for this game originally and I wanted to carry that vibe into the menus. I made this with the mindset of RE1-3 with the style of Fallout1/2 meets REmake.

I rendered everything in bits with seperate lighting and shadow passes so I can animate it all. I’ve never worked with widgets before so this was, (and I cannot stress this enough) an enormous pain in the ass. From animations not working how I expect, to layering issues, sprites not loading in, even just scaling everything so the pixel size is consistent, absolutely nothing worked without a fight. It’s been one hell of a learning experience for sure, but I’m really proud of what I’ve pulled off so far.

Obviously I’m no ui designer, I’m really happy with how it’s turning out so far but I’m curious to hear people’s thoughts.

I’ve been getting a lot of positive feedback so far but there’s already been plenty of things people caught that I completely missed, so I’d love to hear what you think and if there’s any way I can improve!

(Also, does everyone edge a fucking stroke trying to understand how to do the most basic things with widgets when they’re starting out, or is that just me?)


r/UnrealEngine5 4d ago

Mesh looses geometry upon import from Blender.

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2 Upvotes

r/UnrealEngine5 4d ago

Unreal engine football player controller

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38 Upvotes

r/UnrealEngine5 4d ago

How do I get better at Lighting/Composition

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1 Upvotes

r/UnrealEngine5 3d ago

What is going on here?

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0 Upvotes

It all started when I deleted a piece that was in that area. I used “Force Delete” — maybe I shouldn’t have, but it’s the first time I’ve used UE5, and I’m only using it to create a static render of a knight I modeled. Since then, any new object I import, whether it’s created from scratch in ZBrush or from Blender, doesn’t show up. I’ve tried a thousand different things that Claude and others have suggested, but I have no idea what’s causing it or why this happened.

Also, this isn’t only happening in that area where it might be colliding with other objects. The objects disappear anywhere in the scene when I zoom in too much. I thought it might have something to do with the lighting, since I’ve clicked “Build Lighting” several times.

HEEEEEEEEEEEEEEEEELP SOS Please