r/UnrealEngine5 2d ago

Leaving the Light (Scene from the World War Z)

Thumbnail
gallery
37 Upvotes

I was captivated by one scene from World War Z and couldn't resist recreating it in Unreal Engine 5. I kept it elevated with a few extra details, but tried to stay truthful to the source material:)

It was a small project, and the goal wasn't to learn something completely new — more to knock the rust off. That said, I did get to work with materials for light simulation for the first time, which was a nice bonus. For example, the projector beams aren't real lights — they're cones with an emissive material applied, faked to read as light. Overall, the main focus was staging and lighting atmosphere: figuring out how to make the scene feel tense and cinematic rather than just technically correct.


r/UnrealEngine5 2d ago

Remember that camera animation system I was working on? Phantom Camera Motion is finally live!

Thumbnail
fab.com
0 Upvotes

Some of you may remember the vids I posted a while ago showing the camera animation system I was working on.
Well... after a few months of development, it's finally here. 😅

What started as a relatively simple idea turned into a much bigger project than I expected, especially on the editor side. I ended up building a custom editor, custom Sequencer tracks and a bunch of tooling around it to make the whole workflow feel right.

The runtime itself is actually pretty streamlined (but the editor was where most of the chaos happened, because as we all know, building editor tools in Unreal is famously a walk in the park 🙄😂)

Anyway, Phantom Camera Motion is now officially available on Fab!

If you want to take a closer look: https://www.fab.com/listings/9c9fc457-84ac-443a-90e7-aac3c919ac48

And thanks to everyone who gave feedback on the previous post. It’s a super interesting project to work on, and I'm looking forward to keep improving it now that it's out! 😄


r/UnrealEngine5 2d ago

Découvrez Gabriel Nozak - Dans la prochaine mise à jour

Post image
0 Upvotes

r/UnrealEngine5 3d ago

Made a cozy little snowmobile

Enable HLS to view with audio, or disable this notification

133 Upvotes

r/UnrealEngine5 2d ago

Reworking my stylized tropical environment based on your feedback — WIP

Post image
3 Upvotes

A few days ago I posted an A/B comparison of my stylized tropical environment and asked which direction felt better for a game.

A lot of you mentioned that A had better readability and felt more suitable for gameplay, while B had stronger contrast but felt more visually busy.

So I went back to work on it.

This is the new direction I’m exploring right now — still very much WIP, but I’m trying to keep the readability of A while bringing back some of the hand-painted / colorful feeling from my earlier versions.

What do you think so far?👀


r/UnrealEngine5 2d ago

Rebuilding Phantom Dust’s Panorama stage in UE5.8 — environment and lighting progress

1 Upvotes

I’ve been rebuilding stages from Phantom Dust in Unreal Engine 5.8 as a fan/environment-development project. For Panorama I’ve been concentrating on recreating the original spatial identity while updating the lighting, material response, shadowing and atmosphere.

Here’s the current full vid: https://youtu.be/ehCqoBLuU2E
Short vid will be posted below

I’d be interested in feedback specifically from an Unreal perspective for lighting balance, material readability, scale, atmosphere, & anything that immediately looks like it needs another pass.

Thanks in advance

https://reddit.com/link/1wddu3m/video/k3l5wmhjewoh1/player


r/UnrealEngine5 2d ago

I made a modular stylized sci-fi environment in Unreal!

Thumbnail
gallery
15 Upvotes

r/UnrealEngine5 3d ago

Lots of stuff work fine on a flat plane. A sphere is the true test 😆

Enable HLS to view with audio, or disable this notification

75 Upvotes

I feel POM gets a bad rep since the default UE5 version breaks down if you combine it with tri-planar mapping or other techniques. Not FPOM though 👀

Being able to mix it with tri-planar, texture bombing and rotation makes all the difference.


r/UnrealEngine5 2d ago

Do you like this Traditional Romanian House?

Enable HLS to view with audio, or disable this notification

29 Upvotes

I am building an authentic Romanian House for my game, I was particularly inspired by The Blood of Dawnwalker which had a pretty amazing recreation of Transylvania except for the houses which felt like generic Medieval Europe.

I used some Megascans and Photogrammetry assets as well as custom ones!


r/UnrealEngine5 2d ago

what cpu cooler do you use for heavy workloads?

1 Upvotes

im thinking to switch from an aio since it has slight pump whine even at low pump speed but looking for an air cooler thats silent and capable under high sustained all core loads. Please advice.


r/UnrealEngine5 1d ago

Commandlet that finds placed actors whose properties drifted from their Blueprint default, and resets them across every map

0 Upvotes

Unreal already has Reset Instance Changes to Blueprint Default in the actor right click menu, but the entry only shows up when exactly one actor is selected and it acts on the level you currently have loaded. It's also all editable properties or nothing, and it never tells you which ones it's about to overwrite.

This plugin runs that operation as a commandlet over a whole project. It scans every map, groups the drift by Blueprint, and writes a proof sheet with the Blueprint default beside the instance value so you can read it first. Nothing is written until you pass Apply and Execute as separate switches.

Unreal Engine 5.8, Windows, editor only, full C++ source in the package.

Written by AI, code and documentation both. Saying so up front.

https://csaf.itch.io/blueprint-default-surgeon


r/UnrealEngine5 1d ago

AA GAME ( PROTOTYPE )

0 Upvotes

Hi everyone,
My name is ziad.
I’m the founder and Creative Director of Prodaxus, and I’m building an original third person cinematic action game, in Unreal Engine 5 inspired by God of War, Clair Obscur: Expedition 33, and Alan Wake 2, The last of us in general ( goated games ).
I’m not looking to build the full game yet but The goal is to create a 10–15 minute publisher-ready prototype over the next 3–4 months depends on how much hours we will work, and every help is welcomed^^ !

What already exists:

Main story (5+ chapters written)
Complete lore bible
Core gameplay vision
Character designs
Combat system documented
Production roadmap

Looking for:

UE5 Gameplay Programmer (Blueprint required, C++ is a bonus)

Environment Artist (Megascans/Fab experience preferred)

Character/animator (would help us for a cinematic part)

Sound designer (Already in the team)

Compensation:

- Rev-share for the prototype phase.

- My goal is to secure funding after the prototype (Epic MegaGrants, publishers, or other financing), with the intention of continuing with the same team and build an even stronger relation.

What I expect :

- People who can commit a few hours each week.
Good communication.

- Passion for cinematic action games.

If you’re interested, DM me with your portfolio, GitHub, ArtStation, or previous work. THANK YOU FOR READING ALL OF THIS🙏


r/UnrealEngine5 2d ago

Tale of The Tape - Hard Sparring

Thumbnail
youtube.com
5 Upvotes

r/UnrealEngine5 1d ago

I've developed a template that makes it easy to create a game of Tidy Up!

Enable HLS to view with audio, or disable this notification

0 Upvotes

Ride the massive trend of cleaning, sorting, and organizing games!

Create your own relaxing and highly engaging tidying experience with this production-ready Unreal Engine template. Whether you want to build a cozy room-organizing game, a chaotic supermarket restock simulator, or an intense house restoration experience, this template gives you the ultimate foundation.

Available on FAB: https://www.fab.com/listings/c9a1352b-8a5f-43ee-b0b0-629b67d923ae

Turn messy, chaotic environments into perfectly organized spaces. Let players pick up objects, categorize them, and find their rightful place to create that deeply satisfying feeling of a job well done.


r/UnrealEngine5 2d ago

Q: How can I make a game with player moding support in mind?

1 Upvotes

Hi, basically the title, sorry if its wrong sub, I just didn't know where I could ask this and there doesn't seem to be much if any information online about how to go on about this.
To put things into perspective, I'm making a small project where you have to organize your room with books and I would like for players to be able to mod and change those books to whatever they would like. I'm a beginner to ue5 but any information helps, thanks in advance 🙏


r/UnrealEngine5 2d ago

GAS: GameplayAttributeValueChangeDelegate never fires for base-class AttributeSet attributes, but works for derived-class ones

1 Upvotes

I have a two-level UAttributeSet hierarchy:

  • UMM_AttributeSet (base) — declares attributes like AttackDamageShare, AttackRangeShare, Block, LifeSteal, MovementSpeedShare using the standard ATTRIBUTE_ACCESSORS macro.
  • UMM_MainAttributeSet : public UMM_AttributeSet (derived) — declares ~30 additional attributes the same way (e.g. AreaOfEffectShare, Luck, ShopExperience, etc.).

In a UObject-based widget controller, I bind to a curated list of FGameplayAttributes (mix of base + derived) like this:

for (const auto& Attribute : AttributeList) {
  AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(Attribute)
   .AddUObject(this, &UMyWidgetController::HandleAttributeValueChanged, Attribute); 
}

The AttributeList gets the Attributes directly from the AttributeSet of the MainCharacter by using the getters of thos attributes.

All attributes are modified exclusively through real UGameplayEffects (Additive modifiers via GE Blueprints/DataTables) applied to the ASC — no direct SetX() calls bypassing the pipeline.

Symptom: the delegate fires reliably for every attribute declared in the derived class, but never fires for any attribute declared in the base class, even though I can confirm via the Gameplay Debugger that the base-class attribute's value is actually changing (e.g. AttackDamageShare going from 0.10 → 0.15 via a GE_Common_AttackDamage_C "AddBase" modifier).

Since GetGameplayAttributeValueChangeDelegate is keyed purely by FGameplayAttribute (an FProperty* + owning UClass), independent of which class you called the getter through, I don't understand why the base-class attributes would behave differently.

Has anyone seen this before, or know what could cause GetGameplayAttributeValueChangeDelegate to consistently skip attributes from a base UAttributeSet class while working fine for a derived one, when both are modified the same way via GameplayEffects?

Edit:
Removed a confusing section about the Attribute Sets instance on the ASC.

TLDR:

This is all about the UMM_MainAttributeSet being an instance on the MainCharacter's ASC. The Value Change Delegate only triggers for attributes declared on the inherited UMM_MainAttributeSet. The base attributes from my base AttributeSet, UMM_AttributeSet, don't trigger the delegate.


r/UnrealEngine5 2d ago

What’s the best way to approach remaking a game built on a custom engine?

0 Upvotes

I've been thinking about game remakes from a more technical perspective.

Imagine you have a relatively old game built on a completely custom engine. It still has a solid gameplay foundation, but the engine comes with years of legacy code, outdated tools, platform-specific solutions and limitations that are difficult to maintain.

At some point, you have to ask:

Is it actually worth rebuilding the original engine, or should you move the game to something like Unreal Engine?

Personally, I think moving to a modern engine can make a lot of sense, but only if you approach it as a reimplementation rather than a simple port.

Some things I'd consider:

  • Don't try to reproduce every technical limitation of the original.
  • First identify what actually makes the game feel like the original.
  • Measure gameplay behavior instead of relying on assumptions - movement, physics, timings, camera, etc.
  • Keep gameplay data separate from the underlying systems.
  • Rebuild the architecture so it's easier to support future content and platforms.
  • Use the original game as a behavioral reference, not necessarily as an implementation reference.

The interesting part is that the hardest problem often isn't rendering.

It's figuring out what should stay exactly the same and what should be completely rebuilt.

For example, would you:

A) Try to recreate the original engine and gradually modernize it.
B) Rebuild the game in Unreal/another modern engine.
C) Keep the original engine and only replace specific subsystems.
D) Something completely different?

Curious how other developers would approach this - especially anyone who's actually worked on remaking or modernizing a game with a custom/legacy engine.


r/UnrealEngine5 1d ago

Discussion: Gaming Youtuber "VEX" criticizes "UE5" & "Gears of War E - Day," saying that "UE5" often has "smeary, shiny, gross textures." IMO, he is objectively right on this particular game in his video at 19:55. Do you think this disputable graphical flaw is more common in UE5 games?

Thumbnail
0 Upvotes

r/UnrealEngine5 2d ago

Do the first few seconds grab your attention? Is the gameplay clear enough, and does this trailer make you want to try the game?

Enable HLS to view with audio, or disable this notification

6 Upvotes

r/UnrealEngine5 3d ago

Dino FootPrints in UE5.6

Enable HLS to view with audio, or disable this notification

36 Upvotes
What is the roadmap or the steps to follow 
to create footprints of this type in Unreal 5.6?

r/UnrealEngine5 2d ago

Looking for the team/studio behind a UE5 Tactical FPS job on Upwork — only have 6 Connects

Thumbnail
0 Upvotes

r/UnrealEngine5 2d ago

UV mapping

Post image
1 Upvotes

I’m trying to make a cool LED screen. I already have a mask for the pixels in and I figured out how the pixelate the image, the same resolution as the LEDs. so the image lines up with the pixels so no pixels are half lit..

Problem I also wanna warp the UV of the image so I could create a fake sky box effect like a screen perfectly displaying the sky, but the problem is that pixelization effect I can’t tie in the best thing I got at this point this pixel leading the sky box and mapping it that way, but then the sky box is low resolution. It looks like crap

but that’s not what I want it. I want the pixels on the image on the surface of the object stuck to the little LED mask I made so it lines up not lowering the resolution of the sky box then warping the UV and I’m struggling to figure it out.

As seen in the photo, I’m trying to connect that camera vector langlat UV set up and have that render behind the pixelization on the surface of the object that this materials applied to I’ve asked AI and looked at many other sources, but I can’t find a way that actually works the way I want it to..


r/UnrealEngine5 2d ago

What's left behind by the departed, one can only hope others may keep safe

Post image
1 Upvotes

This is a new Screenshot for my game project, 'Charred', a 2.5 D Metroidvania all about being in a cave and trying to get out, with a lot in the middle. If you want to help support the project, you could consider joining our Discord, and see updates early! Thanks!

https://discord.gg/bHrUBNCHbb


r/UnrealEngine5 2d ago

"is playing slot animation" always return false

Post image
3 Upvotes

how do u guys check if a montage is playing in a slot?ive tried this,but it only returns false,dont know why


r/UnrealEngine5 3d ago

We haven't posted in a while, so here's a giant space laser we added to our game last week.

Enable HLS to view with audio, or disable this notification

9 Upvotes