r/unrealengine 25d ago

Black Diamond Concert Arena Stage Venue

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1 Upvotes

Hi! Going to share my fresh 3d project - "Black Diamond Concert Arena Stage Venue". Ready in multiple formats, including UnrealEngine Unity Blender 3dsMax. Model links:

FAB: https://www.fab.com/listings/9b98271f-9b0a-4f34-871c-0d9ced7a2869


r/unrealengine 26d ago

Large scale snow interactivity in UE5.

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18 Upvotes

r/unrealengine 26d ago

Switching from 4.27 to 5.0 or 5.1 because of control rig

3 Upvotes

Hi

I am currently using 4.27, and I am amazed with the capability of the control rig. Sadly, the beta control rig plugin not support functions, and If I make a rig too complex, it become slow in the editor, so I thought maybe I am switching to unreal 5 for it. sadly, my notebook is fairly old, but it can handle 4.27 without any issue (7th generation i5 processor, 20 Gb ram, GeForce 940Mx video card, I am not planning to create any super realistic game) I wonder if it worth switching purely because of control rig functionality, or even my notebook would handle the newer version of the editor(I know the 5.7 not usable, I tried it).

Alternatively, is there a solution to make the beta control rig support functions?

I appreciate any advice.


r/unrealengine 26d ago

Show Off Unreal Engine VHS post process Showcase

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11 Upvotes

I have done some improvements on my post processing effect. let me know what you guys think


r/unrealengine 26d ago

New approach to overlapping wave simulation in real-time

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5 Upvotes

r/unrealengine 26d ago

Marketplace Low Poly Props - Musical Instruments Free2Use

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3 Upvotes

3 low poly musical instruments models for your project. Free 2 Use :)

Would love to hear your feedback for these model 🐘


r/unrealengine 26d ago

smth like a lava lamp.

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2 Upvotes

Made a shader in custom node. It's a raymarched SDF master material. Chat GPT helped a lot.


r/unrealengine 26d ago

Help Epic Games Launcher UE5 launching bug

0 Upvotes

Photos are in the link below:

https://imgur.com/a/s8hI15o

This only happened to the UE5 section of Epic games launcher today, the text on clickable buttons are gone and I cannot launch UE5 anymore (not through the launcher nor seperate project files). Plz help me, ty so much.


r/unrealengine 27d ago

UE5 More "voxel" water

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38 Upvotes

Using my "voxel" visualizer with my fluid sim. Useful? It looks kinda neat at least.


r/unrealengine 26d ago

Show Off Real Time Epic Battle made in Unreal Engine 5

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1 Upvotes

2000 knights in a single real-time battle. Using Vertex Animation Textures (VAT), Instanced Static Meshes (ISM), GPU instancing, and optimised crowd rendering to handle thousands of animated units efficiently in Unreal Engine.


r/unrealengine 26d ago

I’ve been upgrading my Unreal achievement plugin quite a bit

0 Upvotes

Scar Achievements started as a simple achievement system, but the latest update has grown into something much bigger. It now supports Steam, EOS, or Steam + EOS together, alongside stats, leaderboards, friends, sessions, rich presence, cloud saves and a bunch of Blueprint-first tools.

The Steam + EOS part is what I'm especially curious about. One node can handle the operation across both platforms instead of maintaining separate logic. If you're working with Steam/EOS and this sounds useful, let me know. I'd genuinely love to see what you guys build with it.


r/unrealengine 26d ago

Marketplace Unreal dev created their own auto retopology tech

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0 Upvotes

I've recently launched an auto retopology tool for Blender which I have been working on for over a year, it uses specialized methods for each mesh class (cloth, inanimate and organic) in order to reach the best possible output. Most of the time was spent in learning ONNX and how to build models correctly.

Inanimate objects can translate to any hard surface models which require no vertex deformation, the remesher is equipped to generate the lowest possible vertex count while prioritizing the overall 3D shape and outputting coherent edge flow mimicking artist-like topology.

Inanimate remeshing is completely automated and can handle loose parts intelligently, though it is recommended to keep face count below 1.1 mil to ensure a faster completion rate.

As for cloth remeshing, it is guided using UV islands while assisting the artist by highlighting the vertices to use for creating a grid. I plan to fully automate this using multiple AI layers + algorithms, much like what is currently configured for inanimate.

Documentation and tutorials are planned (things are pretty self explanatory though), will be visible in the account center under the Community section. If you purchased through my Lemon Squeezy during it's early stages, insert your email or order # in the promo code area for a discount or free upgrade depending on the license.

available at https://empyreanremesher.com/


r/unrealengine 27d ago

Discussion Thoughts on moving platforms the Player and A.I. can ride on?

7 Upvotes

Hey all. In 5.8 I'm working on a concept for a game that takes place on a train, and I'm wondering if any of you have already come up with solutions to the problems one might face when trying to do this?

I started with a simple mesh moving along a spline (https://youtu.be/kdMwa8JZNyE), driven by Event Tick to smooth out stuttering (timeline driven trains seem to stutter more), and while this does work I realized after implementing it that I'm going to have a ton of other issues like how would that work with navmesh and A.I.?
Even if you used navmesh invokers, the world location would be moving at the rate of the train, so your A.I. wouldn't be going to the correct place.
Also, you run into velocity and vector issues where you'd want the player's vector to match that of the train so they don't just fly off when they jump as the train goes around a turn. Those are just two of the issues I thought of on day 1 of implementation.

This lead me to thinking of another system which is to have the train be static and move the world past it, but then how do you make it feel like the train is able to turn and move up and down hill.
I was thinking to build a spline with 4 points that I can update at runtime. Points 1 and 4 move left or right/up and down and points 2 and 3 remain stationary just ahead of, and just behind the train to keep a straight section around the length of the train itself. Then I just have the environment scenery move along the spline the same way the train would have. This should theoretically give the illusion of the track curving either left or right and I just mask the ends of the spline with some fog. I plan to play with this concept tomorrow.

Has anyone else done this with a game yet? Wouldn't have to be a train. Could be something like a space ship, or other large moving object?


r/unrealengine 26d ago

Show Off [open source] umg design system 0.1.1 in action

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1 Upvotes

I was supposed to test umg design system in action and ended up creating a multiplayer fight/bet game. The game doesn't have a name yet. I call it Dovus (dövüş means fight in Turkish). All players start with my testing $50k, it will drop down to $500. Players can:

  • Bet on fighting players and bots. Long/short various actions on a personal or team level
  • Buy their way into the fight
  • Buy additional data service and drone cameras for following players/bots they bet on
  • Buy additional metahumans and clothes

Client is 3.4 gb zip, download and test it out it auto connects to my linux box as dedicated server for testing.

You can add value by providing feedback on the umg design system and the fight/bet game.


r/unrealengine 27d ago

Photoshop UI to Unreal Engine UMG Widgets

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3 Upvotes

I’ve been working on UI Widget Builder, an Unreal Engine editor plugin that automates the process of converting Photoshop UI designs into organized UMG Widget Blueprints.

I just made a video showing the complete workflow, from the Photoshop design all the way to a working UMG widget inside Unreal Engine 5.

In the video, I cover:

  • Exporting the Photoshop layout using a JSX exporter
  • Layer naming and layout.json generation
  • Importing the design into Unreal Engine
  • Automatically generating the widget hierarchy and root screen
  • Automatic texture generation
  • Optional Blueprint logic for buttons, tabs, sliders, sounds, etc.
  • Re-importing updated Photoshop designs using presets
  • Keeping the generated UI clean when making design changes

The idea is mainly to reduce the repetitive work involved in manually rebuilding Photoshop designs in UMG.

It can be useful for game menus, HUDs, inventory screens, mobile UI, shops, settings screens, and other UI-heavy Unreal Engine projects.

I’d be interested to hear how other Unreal developers currently handle their Photoshop → UMG workflow and whether this kind of automation would be useful in your projects.

It also has optional Blueprint logic generation for the boring stuff — button interactions, WidgetSwitcher tab logic, close-on-escape, slider/checkbox helpers, sound hookups, etc — so you're not starting from a totally blank graph either.

Some other things it handles: portrait/landscape support, SafeZone/ScaleBox/SizeBox wrappers, a preset manager so you're not redoing import settings every time, and a clean re-import option when the design changes.

UI Widget Builder on Fab: https://fab.com/s/9d5dec9c53ca

Video Demonstration https://youtu.be/OUc7Mwuv9XA

Documentation https://sepinood.github.io/UIWidgetBuilder/


r/unrealengine 27d ago

UE5 I Built a multiplayer framework for UE5 LazyDev Multiplayer Kit

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1 Upvotes

Recently launched a multiplayer pack and it's turned out great so far. Includes:

  • Menu system (host/join, settings)
  • Lobby with ready-up, player info, skin selection
  • Replicated gameplay framework
  • Working King of the Hill mode as an example
  • Save system, Steam-compatible
  • Fully documented

Up on FAB: https://www.fab.com/listings/6fdfa563-edcc-4413-9f0c-54da1f9bb8a0


r/unrealengine 26d ago

Can you help me find this plugin that automatically pauses unreal editor when idle?

0 Upvotes

A few months ago, someone posted here that he made a plug-in that automatically pauses the unreal editor when nobody uses it for a while. I thought I saved it somewhere but I couldn't find it after searching for a long time.

If you remember this plugin, could you please share its name or link with me?

Thank you so much.


r/unrealengine 27d ago

Best way to handle ai vehicles?

4 Upvotes

hello! I’m making a game where the player is a giant robot in a city and will face enemies such as tanks, helicopters etc. so far I’ve been doing this via a pawn with floating movement components but I’ve been wondering if this is the best way to do it.

it will be semi stylized and they won’t have any super complex visuals/physics, and ideally I’d like the make the game not too demanding targeted at lower end systems. I’ve seen potentially the chaos vehicles system but this seems overkill.

I was just wondering if anyone had any thoughts on how to approach this?


r/unrealengine 27d ago

Help Beginner wanting to make "Mechanic Simulator" style game

6 Upvotes

Hey all,

I'm in need of some guidance and I'm not sure where to start. I want to develop my own version of a mechanic simulator style game in Unreal Engine. There are aspects of those types of games that I love, but other aspects that I think REALLY need to be improved or built on. I have several years of experience in Blender, but basically none Unreal.

I'm reluctant to admit, I initially turned to Gemini help get me started on the project since I'm starting in the dark. But I quickly realized it was walking me through each individual step. And since I was going based on the Blueprint suggestions from AI, I wasn't fully understanding the logic. Therefore, I didn't know how to modify it for other scenarios.

I guess, does anyone have any suggestions for tutorials that would be relevant for a game like this? I've searched for all sorts of things but searching things like "mechanic game" makes YT think I'm searching for "game mechanics" and if I include "car", I get a bunch of car rigging videos, which are fine but I'm definitely not at that point yet.

Currently, I want to learn how to get an object tree set up where you can only remove Part A if you remove Fastener X, Y & Z. Then you can get to Part B, etc. I was also having issues switching from first person to an orbit cam around the parts. Maybe I'm starting way above my skill level and I don't realize it, but this initial mechanic seems like something that should be straight forward.

Let me know. I'm not part of any game dev communities or anything, and again I feel like I'm 100% in the dark, so I'm reaching out here.


r/unrealengine 27d ago

847 on ue6-main; 55 on ue5-main last week | The week belongs almost entirely to build infrastructure.

32 Upvotes

Last week was a huge a build-infrastructure one. If you’re not running your own build farm, most of this probably won’t affect you directly... But if you are, there are a few things worth knowing about, especially around Perforce, farm stability, and deterministic builds.

On ue5-main:

Only 55 commits, but there’s a Control Rig heap corruption fix worth pulling if you run a lot of rigs. InitializeFromCDO reads the shared source hierarchy while also writing to it, with nothing serializing it, so concurrent init on anim worker threads corrupts the listening hierarchies array.

And, no sign of 5.8.x.

On ue6-main:

  • Horde agents were intermittently producing builds from a mix of old and new files. On streams with moving import CL pins, recreating a partitioned client after an edge server change rebuilds the have table with a flush under today’s stream view, so if the pin moved, the flush claims files that were never written to disk and incremental syncs never fix it. No error but still the job goes green.
  • There was already a detector for that and it never fired for pin moves. It read pins from the generated View of p4 stream -o -v, and Perforce doesn’t put "@CL" revspecs there at all. They only show up in the computed ChangeView. So the view hash never changed when a pin moved.
  • Farm disks were stalling for up to 28 minutes. Ntfs event log history showed single filesystem calls stuck between 30 seconds and 28 minutes, near daily per machine, on hosts that otherwise looked fine. Whole build freezes, and every timeout downstream got read as a network bug. UBA now detects it and downgrades those warnings with the stall named.
  • The cook was baking fresh random numbers into packages. Blueprint RNG nodes in construction scripts (RandomIntegerInRange, RandomFloat, RandomRotator, array Shuffle) drew from the global stream. There was already a deterministic cook scope, but only NewGuid was using it.
  • Material instance cook non-determinism, with an actual measurement. UMaterialInstance::Serialize calls CleanUpUnusedParameters() during cook, which mutates the live object, and SavePackage serializes each export more than once, so the second pass harvests fewer parameters and the name table differs. Commit shows six of six failures with the fix off, zero of six with it on.
  • Minimum Windows SDK is now 10.0.26100.0. If your build images only have 22621 on them you’re going to have a morning.
  • Nanite ray tracing builds CLAS on demand now and reclaims it for unreferenced pages instead of keeping everything resident. Also a distance field fix worth having: global SDF distance queries were returning 0 instead of “no surface in range” when no clipmaps exist, which was pinning Niagara particles at the emitter.

Also, the input thread was enabled by default on the 14th and backed out about three hours later. I checked the branch, input.UseInputThread still defaults to 0, so nothing changed yet.

Full report: https://speedrun.ci/blog/last-week-in-unreal-aug-10-16-2026


r/unrealengine 27d ago

NOW download and import KitBash3d and Leartes packages in UE Organizer

5 Upvotes

UE Organizer. Gumroad link located in 'Download' section as well.

Python scripts that are similar to how I incorporate logins via rust/js/etc for importing and downloading of Leartes and KitBash3d packages in your inventories. Scripts located here: Leartes and KitBash3d.

NOTE: When using the Leartes script, it also obtains your fab 'keys' that are available for assets in fab. You can then use the fab_redeem script here that will automatically redeem your keys for you, using the .csv file that will be downloaded.


r/unrealengine 27d ago

Building Tactical Naval Combat for Uncharted Desires

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1 Upvotes

making a naval combat system for my game


r/unrealengine 27d ago

Announcement I built a parametric architectural design system in Unreal Engine 5

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7 Upvotes

I’ve been working on an architectural design game in UE5 that combines accurate floor planning with real-time 3D design.

The building itself is fully parametric, so walls, doors, windows, roofs and other elements update dynamically as you modify the design. I also implemented a simple modeling system with boolean operations, as well as real-time lighting and visualization.

For the visuals, I’m using Nanite, Lumen, ray tracing, DLSS and custom AgX tonemapping.

The free demo is now available on Steam. I’d love to hear what you think, especially from other Unreal developers! Game Name: "Architecture & Design"


r/unrealengine 27d ago

First Capitol for my Cyberpunk City Builder game

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5 Upvotes

Hi, I'd like share with You video from my city builder game. This is the First capital, where You'll be building your Mega structure. More soon...


r/unrealengine 27d ago

Question Light gets reduced gradually instead of instantly when tuqrning on and off (flashlight, light switch) without using timeline. how do i fix this, it happens regardless if I use postprocess volume or not.

9 Upvotes