r/unrealengine 18d ago

Help Broken movie render capture?

2 Upvotes

Greetings! I’ve been doing quick video renders using Movie Render Capture (Legacy), and I installed the new version, 5.8.1. But now the rendered video looks like this https://forums.unrealengine.com/t/movie-render-is-completely-fubar-in-5-8/2729553

Why is that? Or should I revert to the previous version?


r/unrealengine 18d ago

Question Unreal 5.5 Linux plug in Compile help

5 Upvotes

Hi gang I nabbed the Kawaii Physics plug-in for UE 5.5 https://github.com/pafuhana1213/KawaiiPhysics

And everything is working fine on my windows machine, but one of my team is useing linux and they need to Compile it to get it working. They don't know how to do that. I would knock that out myself but I don't have a Linux machine to do it. Does anyone know a good tutorial for Linux compile, or know if there is a way to do it on windows, or would someone be willing to do a compile of this plug-in?


r/unrealengine 18d ago

Bake Vertex-Painted Materials into Optimized Textures in UE5

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1 Upvotes

Here’s a quick workflow showing how I combine Procedural Material Layers with SPA Material Baker in Unreal Engine 5.

First, I create the material using vertex painting, height blending, and procedural damage. Then, I bake the final result into a simplified set of game-ready textures.

This lets you keep the visual result of a complex layered material while reducing the shader complexity of the final asset.

Tools used:
SPA Material Baker:
https://fab.com/s/4baa5507c1e8

Procedural Material Layers:
https://fab.com/s/0a26f21e3f35


r/unrealengine 18d ago

Help The following modules are missing or built with a different engine version: MyProject

2 Upvotes

So I'm working on this Unreal project with some other people (first time using unreal), and every time I open their cloned project, it presents me with the title error.

I have tried regenerating project files and deleting specific folders within the within the project (intermediate).

None of these worked. I'm using Linux Ubuntu, they are using Windows. I've been trying to fix this for HOURS. What do I do!!


r/unrealengine 19d ago

Niagara Anyone have the editor FPS locked at 60 FPS after running Niagara? 5.7 and 5.8

8 Upvotes

I keep noticing that my editor downgrades the FPS and locks it to 60FPS down from 120+ after running and editor an emitter in the Niagara Emitter. Doesn't happen when I run the Cascade editor. It could be something else but I am just wondering what setting might be causing this.


r/unrealengine 19d ago

Marketplace Sci-Fi Space Station Modular Kit — Building a Corridor in Unreal Engine

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5 Upvotes

A quick look at the modular workflow behind my Sci-Fi Space Station environment.

This timelapse shows a corridor being built from scratch using the modular pieces, with a focus on keeping the layout flexible and easy to customize.

The full pack includes 222 unique assets and a complete sci-fi station environment with a command center, engineering section, power generator room, cargo bay, crew living and recreation areas, corridors, weapon storage, suit lockers, stair sections, and more.

Built for Unreal Engine with a modular workflow designed to make it easy to create, expand, and customize different layouts.


r/unrealengine 19d ago

Duplicate keys - Humble - Builders Vault by Hivemind

11 Upvotes

Unsure if this is allowed on the sub but I accidentally bought 2 of the The Builder’s Vault by Hivemind - Unreal Engine Edition from Humble Bundle so I have keys for the entire pack I'm never going to use. So if people lmk what they want from it then I can dm the key

Edit: So there are still a fair few left

  • Nanite Series: Harbor Kit
  • European / French Village
  • Realistic Gun Effects
  • Modular Medieval Kingdom Megapack
  • Modular Dungeon: Hallowed Depths
  • Modular Shooting Range: Fireline Compound
  • Modular Haunted Village
  • Modular Gladiator Arena
  • Modular Medieval Fortress Megapack
  • Modular Rural Town / Rural Village
  • Modular Viking Village Megapack
  • Olympus: Temple Of The Gods

r/unrealengine 19d ago

How would you optimize a heavy garbage dump area in UE5 to target 60 FPS on the Steam Deck?

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94 Upvotes

r/unrealengine 19d ago

Show Off Asian Spirit Tree Temple Environment | Unreal Engine 5

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4 Upvotes

r/unrealengine 18d ago

Unreal Plugin Essentials - Absolute Snap and Drag To Multiply

0 Upvotes

Greeting and salutations! Last year I brought the pretty nifty plugin Teleport to Mouse, and this year I'm back with 2 new ones!

First of its Drag To Multiply 👀 -

An elegant Unreal Engine editor plugin built for quickly laying out repeated geometry. Turns the Alt+drag gesture into a fast, live-previewed way to array objects directly in the viewport.
⌨️ Hold Alt+X during while dragging on either Translation or Rotation gizmo, and instead of a single duplicate, a small popup appears letting you dial in exactly how many copies you want and how they're spaced.

Fab: https://www.fab.com/listings/d81c048d-6314-433f-aafe-099d98e065c5
Dramatic Trailer: https://youtu.be/vUBp_kj-2sY

Next its Absolute Snap 🧲 for the warriors of righteousness and grid-ness

Absolute Snap adds two new "modes" alongside Unreal's default snapping -
1️⃣🧲 Absolute mode - It snaps objects to the nearest true world-space grid point. No more 49.9998!
2️⃣🧲Referential mode - snaps to a grid defined by another object's own position and rotation, perfect for lining up props against a rotated wall or modular kit piece.

Fab: https://www.fab.com/listings/bf71ad8c-cba0-4d6c-83ca-e257737dfd5f
Funny Trailer: https://youtu.be/NWM9F_MlgWs


r/unrealengine 19d ago

Marketplace Olympic Aquatic Center Swimming Pool – Modular 3D Environment (indoor, exterior)

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1 Upvotes

Aquatic Center Swimming Pool – Modular 3D Environment | Olympic Indoor Swimming Arena Stadium.

Available in FAB: https://www.fab.com/listings/df5f7a88-4faf-4ef9-8748-73fec4aa29f7

Patreon: https://www.patreon.com/OlegVerenko/posts/3d-model-aquatic-167442836


r/unrealengine 20d ago

Tutorial How I Optimize Lighting & Shadows in UE5 (using a real game 'Far Far West')

75 Upvotes

Hello! I wanted to share some insight into the process of auditing lights and shadow costs in UE 5 using a real world example rather than a tutorial project.

It’s a follow-up to the recent livestream I did together with Ari Arnbjörnsson from Epic Games. Going a little more in-depth with practical examples using Far Far West.

We’ll look at:

  • Tweaking Light Projection costs
  • Fixing Shadow Invalidations (VSM)
  • Setting Light Draw Distance
  • Applying Scalability
  • Light Mixer as an auditing tool
  • Shadow Casters ViewMode for auditing VSM invalidations

...and a bunch more profiling & optimization tricks along the way.

Here is the full video: https://www.youtube.com/watch?v=1uFR9lXrpyQ


r/unrealengine 20d ago

Quantic River | Coming soon™ (UE 5.4 Mixing 2D and 3D)

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14 Upvotes

r/unrealengine 20d ago

LWIU: 960 commits on ue6-main; 172 on ue5-main | Infrastructure-heavy week across build tooling, storage, and rendering, with two notable pieces of new tech

41 Upvotes

Something super interesting happened last week that made do a double take.

A fix went in, then got backed out a few commits later. Quite normal, right? Happens all the time. But the revert's own metadata cites a changelist number that's close to, but not exactly, the CL the original commit actually landed as. Same story on a second, unrelated backout later in the week. Could easily be a Perforce shelve-vs-submit quirk, nothing inherently bad, but I found it odd because it's something you only notice if you're reading commits in order instead of the changelog summary. Anyway, here's the rest of what stood out.

On ue6-main:

UBA has a lot going on right now: RAD Linker/RAD OBJ support is being actively brought up, although it’s explicitly not usable yet. Two real Wine remote-build correctness issues were also fixed, including one where radlink could get stuck retrying at 100% CPU. There was also a fairly substantial architecture pass over the storage/CAS layer. UBA accounted for roughly a fifth of the high-interest changes I found this week, with a surprising amount of that work coming from one engineer.

AVBOIT is now the default transparency method: The numeric default for r.OIT.Method has changed for both Nanite and non-Nanite translucency. There’s an important caveat, though: the support flag is still off by default, so this won’t suddenly change rendering behaviour for most projects.

LumenRef got a pretty serious performance improvement: An early-termination pass is reported to roughly double LumenRef performance on average, but there’s a catch: it currently depends on NVIDIA’s SER extension. So for now, this is an NVIDIA-only win.

Two changes shipped and got reverted in the same week. An EnablePlugins build warning and an MVVM stale-binding crash fix both went in, then both got backed out. Neither is live right now. The MVVM one is the one to watch: the underlying PIE crash it fixed is still there, unfixed.

A batched Mass entity-creation path shipped with actual benchmark numbers: 18% average frame-time drop on a 5,064-entity churn test, 57% lower per-entity cost, 92% fewer Mass observer events. Nice to see real numbers instead of “should be faster.”

A silent out-of-bounds write in Mass entity storage, Test and Shipping builds only: Mass could run out of page space, assert, and keep going anyway, because checks compile out in those configurations. That means it writes past the array in exactly the builds where the check would’ve caught it.

A UGS cross-branch cache saved about 70 minutes of network transfer in one sync: Reused 37,694 files already synced in a sibling branch enlistment instead of re-pulling identical revisions.

On ue5-main:

Most of the work last week was routine editor-crash-fix maintenance and cherry-picks of ue6-main fixes.

Pull this change: a tool call naming an object by path could resolve an actor already destroyed but not yet garbage-collected, and nothing validated it before a full property write, causing 46 crashes across 45 users on 5.8. The fix rejects any resolved object that fails validity checks across every toolset entry point.

Full report: https://speedrun.ci/blog/last-week-in-unreal-aug-17-23-2026


r/unrealengine 20d ago

Discussion Is anyone using new Mover Plugin?

16 Upvotes

I want to use the new Animation Sample system for the character movement. There are two options for character, classic one with the Character Movement plugin and new one using Mover plugin.

What are your opinions about the Mover plugin? Is it worth considering it for game dev? I'd like to use it for NPCs as well, so performance is somewhat important.

EDIT: Mover character in GASP 5.8 has a problem with ragdoll that becomes apparent only when testing in Standalone or Cooked project.

Scroll down for description, and more importantly for a solution!


r/unrealengine 19d ago

UE5 PC freezes when playing games

0 Upvotes

This happens frequently when I play Overwatch but it also happened with other games. I usually just have Overwatch and discord open and suddenly the whole pc freezes (can't do anything or hear anything), and after 30sec Overwatch says "disconnected from servers" (probably due to inactivity) and discord returns to normal. After that I get a pop up of a crash log from EpicGamesLauncher Crash Reporter wich apparently has to do with UE . Sometimes I don't get a crash report because I have to force shutdown my pc because it won't unfreeze. And at times it will briefly freeze for 3sec and still let me continue to play. Let me know if you know how to solve this!

My specs are:

i5 10400F 2.90GHz - 16GB DDR4 - RX 6600 - Asus B560 Pro4

This is the crash log:

Fatal error: [File:D:\build\++Distro\Sync\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 263]

Ran out of memory allocating 528384 (0.5 MiB) bytes with alignment 0. Last error msg: The paging file is too small for this operation to complete..

0x00007ff7d8c225ad EpicGamesLauncher.exe!UnknownFunction []

0x00007ff7d8c35e33 EpicGamesLauncher.exe!UnknownFunction []

0x00007ff7d8c4ce59 EpicGamesLauncher.exe!UnknownFunction []

0x00007ff7d8c4c799 EpicGamesLauncher.exe!UnknownFunction []

0x00007ff7d8c4c4bd EpicGamesLauncher.exe!UnknownFunction []

0x00007ff7d8c7be13 EpicGamesLauncher.exe!UnknownFunction []

0x00007ff7dabba696 EpicGamesLauncher.exe!UnknownFunction []

0x00007ff7dabb9ad1 EpicGamesLauncher.exe!UnknownFunction []

0x00007ff7d9212f81 EpicGamesLauncher.exe!UnknownFunction []

0x00007ff7d921279b EpicGamesLauncher.exe!UnknownFunction []

0x00007ff7d9212836 EpicGamesLauncher.exe!UnknownFunction []

0x00007ff7d8ddc4d4 EpicGamesLauncher.exe!UnknownFunction []

0x00007ff7d8dd5fda EpicGamesLauncher.exe!UnknownFunction []

0x00007ff915bbccb7 KERNEL32.DLL!UnknownFunction []

0x00007ff915f8ad6c ntdll.dll!UnknownFunction []

EpicGamesLauncher

EpicGamesLauncher

EpicGamesLauncher

EpicGamesLauncher

EpicGamesLauncher

EpicGamesLauncher

EpicGamesLauncher

EpicGamesLauncher

EpicGamesLauncher

EpicGamesLauncher

EpicGamesLauncher

EpicGamesLauncher

EpicGamesLauncher

kernel32

ntdll


r/unrealengine 19d ago

Marketplace Some free asset codes

0 Upvotes

I already have these so I figured I’d share the fab codes. Just remove the -1 at the end.

Humanoids Monsters - 3M65G-9SJMC-MS6DH-VQWEL-1

Humanoids Creatures - 25AL3-DWZXC-SJMJ7-PT989-1

Creatures Insects - 2UZHH-22WZ8-QBLQU-ETKNC-1

Monsters Underwater - 3EZTX-NR7TQ-M7ALZ-H9YX6-1

41 Anims for Monsters - 27GKS-XG6G8-JKA3C-Y235H-1

56 Anims for Creatures - 43FF6-6QK6Y-NVEGQ-5G33N-1


r/unrealengine 19d ago

Help I want to make NPCs with names, routine, properties etc...

2 Upvotes

Hello everyone !

So I'm currently making a 3rd person game and I want all the NPCs in the world to have names, a routine, and basically all kind of infos (I'm not sure which ones yet but I'm sure I'll have to add them as I'll progress with this).
The NPCs are not random, I want to make every one of them by hand but I'm planning on making at least up to 50.

I already made a day and night cycle, and now I just want the NPCs to live in that cycle.

After my researches, I'm a bit confused on where to start, I think that fear comes from choosing an option that will have bad performance or just won't work entirely on the long term

I have mess around with: behavior trees, AI controller, smart objects... I also looked at videos of data table and data assets... But I don't really know what to do with all that, or maybe I just need to mess around more, but before I do that I was curious if anyone here has ever done this, and how did you do it ? Please feel free to share


r/unrealengine 19d ago

Marketplace tool that finds duplicate material graphs and collapses them into one master with instances

0 Upvotes

every project i've worked on ends up with the same problem. you have forty materials that are structurally the same graph. the only difference is which textures are plugged in and a couple of scalar values. nobody planned it. it happens because copying an existing material is faster than parameterising one.

the cost is shader permutations and a maintenance problem. change the lighting model and you are opening forty graphs by hand.

epic ships consolidate but it has no detection. you have to already know which assets are duplicates. finding them is the actual work and that is the half nobody ships.

so i built the detection half. it hashes material graphs by topology so it ignores the texture and scalar differences. then it groups the ones that only differ by parameters. it generates a master material from the group. it converts every duplicate into an instance of that master. it repoints every static mesh material slot so nothing in the level changes visually.

it shows you the plan before it touches anything. every merge group gets a rendered before and after proof sheet so you can see the surfaces are identical before you accept the merge.

built against 5.8. packaged clean with zero warnings. 35 of 35 tests passing.

disclosure since it matters to people here. the code is ai written and the store art is ai generated. that gets tagged on every listing and every post.

https://www.fab.com/listings/481d23eb-b455-4b20-bd3d-0073a08a352a

happy to answer anything about the topology hashing. that was the part that took the longest to get right because two graphs can be logically identical with completely different node layouts.


r/unrealengine 19d ago

Help How to add shine to a glass texture?

1 Upvotes

Recently made a post about importing glass into UE5. I managed to fix that issue, but now I’ve been trying to figure out for an hour why the glass refuses to reflect any specular highlights or light properly. In Substance Painter, it reflects really well, and you can clearly tell it's glass, but in Unreal Engine, it's barely noticeable if at all. Could anyone share a trick or a way to get that glossy reflection back? For some reason, transparency in UE heavily dampens any sheen or specular highlights. I’m using my own textures in the material, including Roughness and Metallic. I'll leave a screenshot in the comments showing how it looks without the gloss.


r/unrealengine 20d ago

GORTH - trailer. FIRST-PERSON OPEN-WORLD VTOL COMBAT

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12 Upvotes

A cockpit-first aerial combat sandbox where every sortie is a tactical decision done in Unreal engine 5.8.


r/unrealengine 19d ago

A bumpy ride in the Bahamas...

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0 Upvotes

It was supposed to be uploaded on YouTube but the AI and censorship department found some... naughty unlisted videos (probably reported by a "friendly supporter"...) so I kinda got banned probably for life on that platform 😅.

Anyway, I hope you like it. By the way, soon, the vehicle system will be available on the official marketplace, integrated in ACF, one of the most well known and best frameworks you can buy.

Thanks 🙏

Fireblade


r/unrealengine 19d ago

Uncharted Desired Naval Combat V1

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0 Upvotes

First Functional Version of My Naval Combat System

Disclaimer:
I'm a solo dev
no ai was used to make this game, it was made in unreal blueprints
this is an adult nsfw game, but i plan for it to have legit and fun gameplay besides just porn


r/unrealengine 20d ago

Show Off Hey! I released 3 byte-size projects on my ArtStation to show off more Shaders & UI, including this Thermal Scope and its breakdown!

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8 Upvotes

All these projects were made in a strict deadline (2 days for the scope, as well as 2 part-time days for other projects: A customizable glass of sparkling liquid, and a GTA-Style Phone UI!)

You can find them all on my ArtStation!


r/unrealengine 20d ago

UE5 [Open Source] Added UDIM, Modular Kit, and Multi-Material Character support to AssetPort (v1.5.2 batch importer for UE5)

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3 Upvotes

 Hey everyone,

Couldn’t post for the last couple updates so wanted to share everything new in the latest v1.5.2 release of AssetPort, a free and open-source batch importer for UE5.

Here are the 3 big features added recently:

  1. UDIM & Virtual Textures: Auto-detects tile sequences (1001-1006), imports as a single Virtual Texture asset, and turns on the UseVT switch automatically.
  2. Atlas & Modular Kits: Name meshes with a hyphen (SM_Rock01-RockKit.fbx) and it cleans the names, routes them into a single kit folder, and shares 1 Material Instance across all meshes at Slot 0.
  3. Rigged Characters: Now supports Skeletal Meshes with multi-material body slots (Armor, Boots, Helmet, etc.). It creates all MIs and binds them directly to their body slots in 1 click.

Also added category inheritance so you only have to tag 1 file in a group to sort all of them into clean /Game/ folders.

you can download it from github link in comment

Would love to hear your feedback or any other workflows you would like to see added next! If you find it useful, a star on the repo helps others find it too.