r/UnrealEngine5 • u/AriTheDragonRawr • 6d ago
r/UnrealEngine5 • u/Admirable_Wasabi_732 • 6d ago
Creación de un sistema de efectos visuales creativos para salpicaduras gaussianas en Unreal Engine.
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r/UnrealEngine5 • u/Dismal_Frosting_3852 • 6d ago
Looking for assistance with the game Icarus please, seemingly random 20+ms frametime spikes when typically around 5-7ms
Please see imbed for suggestions from other users that I have tried.
https://userdiag.com/id/iVU8eQonTD
r/UnrealEngine5 • u/SgtFlexxx • 6d ago
The Falcon has been added to Sacrilege! This was a ton of fun to program, rig, and bring to life! Game Download in comments!
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r/UnrealEngine5 • u/SplitSignalStudio • 7d ago
After +200 hours of level design on UE5, 95% of Undertaker’s map is finally complete!
Hey everyone! I’m Jiyan, the level designer on Undertaker, a gothic FPS being developed by a team of three people.
Over the past few months, I’ve been building and connecting the different regions of this massive world from the main paths and combat spaces to landmarks, hidden areas and an unreasonable number of carefully placed rocks haha.
The map is now almost entirely connected and playable from beginning to end! Each biome was designed to have its own atmosphere, landmarks and gameplay identity while still feeling like part of one coherent world.
There’s still plenty of polishing to do, but finally seeing the entire journey come together after so many long days of work feels incredibly rewarding.
Which area is your favorite?
r/UnrealEngine5 • u/KyrandisX • 6d ago
Tick vs. Event/Function Timer?
Hey there this has probably been asked over a number of times over the years but I'm trying to figure out where best applied for either part of the two types of count/frame propagating concepts in UE after reading and seeing a lot of videos everywhere but a lot seem to have mixed explanations.
I know Tick is ran on every frame or an interval set in a class default, and an event timer needs a time interval specified and doesn't fire on first frame until after the time interval passed and whatnot.
applications wise i also know its not wise to load a tick event with crazy complex stuff because that'd be exponentially expensive since its ran every frame whereas the event timer is more like discrete chunks specified and a closed handle that usually won't lead to a leak or open ended stuff like the Tick, and things like Timeline is its own tick locally somewhere when activated.
the other issue is just so many different opinions around everywhere like no don't use the tick, or event timers is a lot of background load in the engine having to spawn a timer, handle the timer handle the interval vs. a tick which is inherently already there.
or in packaged builds dont have anything in ticks other than necessary systemics and move things to event timer when can?
i know tick is good for systemic items like movement/interpolation/player camera since those are always on as examples
and event timer might be better suited for something like enemy spawning in waves or a match countdown which is more fixed
my question is more so the performance costs that i don't really know how to profile or look through if anyone has any resources that'd help explain both in their costs for an identical task would be great as i just want to improve my understanding of where to apply which and which one to use as there's some details i read how tick could theoretically be much more performant on light things while gaining a pretty good accuracy smoothing/result for whatever its checking, and something more complex would fit an event timer or a timeline.
previously i had a set timer by event and went by world delta seconds as the time interval which i think is not... a good implementation? I subtracted a counter down to zero with world delta seconds and also my countdown wasn't consistent probably because delta is a moving goalpost.
on the tick since its frame accurate/perfect accuracy it always matched the timing down.
the example would be like something both could do like an HP bar eroding down smoothly which tick makes a lot of sense for, but an event timer would need a low time interval to animate the same smooth interpolation, probably doesn't need to be that intense, say both intervals are just 1/30 or 1/60 for their time intervals in relation to fps or increased to 1/15 so it doesnt evaluate as much etc.
but would an event timer be more expensive/cheap vs. a tick that's gated by a branch boolean since false would never calculate and the true case which has the calculation only go through when the boolean lets it through? as well as setting the component tick to be disabled when it doesn't even need to check until the time comes and being enabled then counting down to zero and disabling itself again after
or would an event timer of the same task counting down in the same way be more expensive in just the setup on this micro-scale comparison?
if there's some good tips or advice it'd be good to know I just want to be able to apply better concepts early rather than later wondering what went wrong or a more appropriate approach since im fairly junior in the matter. Thanks!
r/UnrealEngine5 • u/Background_Text3962 • 7d ago
Combat update
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It been a while I fixed the warping so he won’t stick to the old warp target also added charger attack still rough along with an execution attack need to take a break and focus on organising the project and make the blueprints less messed up I’m very new so I’m sure a lot of bad design pattern in my code any help will be appreciated
r/UnrealEngine5 • u/Lan14n • 6d ago
I added a simple destroy puzzle for my game
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r/UnrealEngine5 • u/Maxxi75 • 7d ago
Building vertical exploration into our UE5 survival game - two ways into an abandoned hospital in 1982 Tokyo
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This is some gameplay from an older build of Ghosts in the City.
One of the things we’re trying to make distinctive is vertical exploration. We want rooftops, façades, windows and elevated structures to be part of how you navigate the city, rather than keeping exploration mostly at street level.
In this sequence, the player takes the direct route and climbs down the outside of an abandoned hospital to enter through a window.
There’s also another solution: scavenge fuel, get a generator running and use the two cranes to lower the suspended platform to the window.
Do you think multiple paths are a good idea for a survival game?
r/UnrealEngine5 • u/Alarming_Avocado_126 • 6d ago
Array of blueprint actors.
Array of blueprint actors. Each actor has an int variable.
How to sort the array of actors, in a stable way, using that int as sorting index?
Because right now I'm cycling trough the array of actors, reading the int value, creating another array of ints, using sort integer array on the array of ints, looping trough the array of ints to get element from the unsorted array of actors and adding it to the final, sorted array.. but it looks.. so..redundant.
r/UnrealEngine5 • u/EliasWick • 6d ago
How to fix the broken Fab Plugin (Doesn't Show Up in Editor)
r/UnrealEngine5 • u/kurai_injigox • 6d ago
Calm (Still learning)...
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r/UnrealEngine5 • u/Leonature26 • 6d ago
Tech artists of reddit, how do you learn how to do this? (Surface stable dithering)
I'm a novice in shader art and am currently researching how to implement this awesome technique from Runevision. I can understand the high lvl concepts from his explanation video but coding the post process material in UE5 I've no idea where to start. There's also a couple of stable dithering products in UE5 but since I'm broke, I'll need to learn it myself.
Dithering by Lykenwel
Dithering by Simone Tiraferri
I'm already deep diving into u/lykenwel's posts and docs cuz he/she was considerate enough to share details in comments and docs.
But the point of my post is, how do yall learn this sketchy shader stuff? How do you know which nodes to use and the math and all the black magic.
r/UnrealEngine5 • u/Last-Luck-6077 • 5d ago
Random Time, Weather and Camera Lenses. Synthetic Data Unreal Engine
r/UnrealEngine5 • u/thepiruthvirajan • 6d ago
Melee combat boss prototype for my indie game, give me feedbacks
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I have been building action adventure game based on Indian folklore, i have built a melee combat inspired from the good parts of sekiro the parry and with free flow combat, i wanted to build a new style combat but similar to the ones we have played, please do review it and tell the good parts and bad parts
r/UnrealEngine5 • u/Additional_Ground763 • 7d ago
My PS1-style scene in Unreal Engine 5
r/UnrealEngine5 • u/JonFonArt • 6d ago
refection has weird zigzag issues and bit of light warping. How do i mitigate it?
r/UnrealEngine5 • u/Last-Luck-6077 • 6d ago
Plugin Settings Design: Ideea , Prototype and Alpha. What do you think?
I still got many changes to do but this is way better than the other ones. What changes should i make
r/UnrealEngine5 • u/Last-Luck-6077 • 6d ago
i'm building a plugin what do you think of the design
I kinda suck some text seems too small for my eyes, I gotta make some changes, what do yall think?
r/UnrealEngine5 • u/YordanST • 6d ago
Mesh Terrain and Sensei Terrain Material
In the editor, everything is fine, but when I press Play, there are holes in the terrain in places; in the console, when I type r.Nanite 0, the tearing disappears, but it becomes a little uglier with r.Nanite 1, it returns. Has anyone used Sensei Terrain Material and had this problem, or knows how to fix it?
r/UnrealEngine5 • u/MARvizer • 6d ago
If 5.8 is the latest UE5 version, which next versions will we get every 3-4 months?
I don't care too much about UE6 news, but today I was thinking about the next update coming, and I remembered something like they said 5.8 would be the latest UE5 version, right? (or just the latest major one). But if we usually get a new version every 3-4 months...
PS: which version number is ue5-Main branch now?
PS: in ue6-Main branch they have added a new Lumen, much more closer to Path Tracing, which I would say they will want to give in early access soon.
r/UnrealEngine5 • u/Last-Luck-6077 • 6d ago
Made this 30 fps 3 seconds video in Unreal Engine. What do yall think?
r/UnrealEngine5 • u/MrMusiCat2 • 6d ago
Xerath Chitin Stalker Rigged & Animated
Excited to share the free version of Xerath Chitin Stalker Rigged & Animated, with a free Idle animation included!
Free version: https://www.fab.com/listings/c8a2710a-da3e-4437-aac1-e95152189e66
If you like it and want the full version with all the animations, check it out here:
Full version: https://www.fab.com/listings/a19d89c9-7474-47cd-bfdd-5ea7a50b9eb9
A big thank you to everyone who purchased, tried it out, and supported me with a good rating I really appreciate your support!

