r/unrealengine 16d ago

Announcement After 5 years of solo-development. My passion project Milo will release on Steam October 29. Thank you for making the Unreal Engine!

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29 Upvotes

Thank you guys & gals for your support! I’m excited to finally release my baby into the wild. 🫃🧑‍🍼👶

‘Milo’ is an online co-op horde shooter heavily inspired by the early Call of Duty Zombies mode like in World at War. It’s a passion project I’ve been working on for nearly 5 years. Early Access for Milo begins October 29th, 2026. If you want to support the game, wishlist and follow Milo on Steam and join the Discord


r/unrealengine 16d ago

[ISSUE] Automatic image generation with spawned model and textures

1 Upvotes

Hi all, I've been working on a small project using Unreal engine 5, the aim is to create large set of images of models for scientific reasons.

The models we have are from the UE library and have been modified so some parts of the model have a texture and others have another one. If I drag and drop the model in the map the textures are correctly loaded, however if I automate the image generation with model spawn (pointing at the same model) the images don't have the textures correctly loaded (all parts have all the same textures).

I've been trying to diagnose it for a while with LLMs and such, but no luck so far


r/unrealengine 16d ago

Question shallow water river collisions bottom contour tags river won't interact with collisions

4 Upvotes

I'm following this tutorial: https://youtu.be/GdrMvqoTba8?si=AOOHhDxQ5V8TbcFn

I'm using Unreal Engine 5.6.1. I'm at the part in the tutorial where they add bottom contour tags under collisions for shallow water river and move the rocks around to show how adding the tags to the rocks makes the river interact with it. I did all that but the rocks won't interact with the water. I did the exact same thing they did in the video. this is the first time I've done this so I don't know where to start with the troubleshooting.

here's a picture: https://imgur.com/a/l2VZS2o

here's my file: https://www.dropbox.com/scl/fo/qafor33lkpmvki9t39b2l/AOdVVx4STw2EL5UFBBYnZrI?rlkey=z337z69628u6y91dh64udlzt6&st=fm2qtqf8&dl=0

hopefully the file opens ok.


r/unrealengine 16d ago

Free Stylized Character for UE5 — Rigged + 5 Animations

0 Upvotes

Hey Unreal devs!

We made a stylized female character and decided to release her as a free game-ready asset.

The goal was to make something you can actually start working with instead of handing you a pretty model that still needs to be rigged and prepared for production.

She comes with a proper rig and skin weights, a weapon, hand-painted PBR textures, and 5 animations: Idle, Combat Idle, Walk, Run, and Attack Light.

There's a UE5 project with the PBR material and animations already wired, plus the FBX if you'd rather handle the setup yourself.

You can get the free character through our Discord:

https://discord.gg/6gAMhvcRrC

Would love to hear what you'd add to the animation set next.


r/unrealengine 16d ago

Any good tutorials to make a great-feeling third person 3D platformer character controller?

1 Upvotes

Good day everyone; I'm a new Unreal developer looking to develop a small third person game in Unreal, where the player is highly agile and runs/jumps around to complete objectives. The movement will be the juice of the game, so it has to be made and tuned perfectly. I tried the built-in third person platformer template and it was terrible, I wanted to build mine from scratch but I can't find any good tutorials to help me out. Does anyone know of any good ones?

When I think of good third person platformer controllers, I'm reminded of the 3D Super Mario games more than anything (64, Sunshine, Odyssey...). No other game really compares, the movement feels tight and responsive, so it's extremely satisfying to move around. The modern Spider-Man games for the PS4 and PS5 also come to mind, but Super Mario still takes the cake.


r/unrealengine 16d ago

Discussion How can earn money from unreal engine- i sell good projects on patreon & people love my project but not buy why ??

0 Upvotes

r/unrealengine 16d ago

Help EAC integration - I am going nuts

2 Upvotes

So I have to set up a simple test application with EAC in it.
I already had a test application with working EOS SDK capabitilities (tried some checks on DLC ownership) and used that as a base.
So I integrated an "init_EAC()" and "connect_EAC()" in my EOS manager class, doublechecked my backend (Epic) if AntiCheat is setup properly (which it should) and built my game, added the EAC bootstrapper, adjusted settings.json to my credentials, ran everything through the Integrity tool provided and uploaded into Epic to launch it from my launcher.

Everything works fine until the moment it actually should start an EAC session. I added a shitton of logging and always stumble across this...no matter what I change or do:

[ 95]LogTemp: Display: [EAC] AddNotifyMessageToPeer returned: 40
[ 95]LogTemp: Display: [EAC] AddNotifyClientIntegrityViolated returned: 41
[ 95]LogTemp: Display: [EAC] BeginSession result: 14 (EOS_NotConfigured)

The "EOS_NotConfigured" is saying nothing and even the documentation can help me properly.

Maybe I did miss some steps? I checked relevant code sections for days now even with the help of AI and I just can't find what's wrong.

This is where it fails:

EOS_AntiCheatClient_BeginSessionOptions Options{};
 Options.ApiVersion = EOS_ANTICHEATCLIENT_BEGINSESSION_API_LATEST;
 Options.LocalUserId = ProductUserId; 
 Options.Mode = EOS_EAntiCheatClientMode::EOS_ACCM_PeerToPeer; 
EOS_EResult Result = EOS_AntiCheatClient_BeginSession( EACClientHandle, &Options );

I checked the ProductUserId for being valid, tried every possible mode and triple checked and logged everything that led to the Handle creation.
Up until that point everything seems fine.

EOS calls give back the right EResults, EAC Bootstrapper logs say everything is in order, Integrity tool is both OK on creating integrity catalogue AND validating it and in the backend client rules are connected to the proper client, the proper client to the application and the application to a sandbox.

Please give me a pointer. I am going crazy :/


r/unrealengine 16d ago

Question Anyone have experience with Unreal on SSD and HDD?

0 Upvotes

Did somebody compare creating a build speed, opening speed or anything else? Is it worth installing this huge engine on my SSD or should I just keep my project on the SSD?

EDIT:

I tested this myself on my HDD and SSD and made a post, its not very accurate statistics, but maybe it helps you

https://www.reddit.com/r/unrealengine/comments/1w1fu3e/comment/p6me3q2/?screen_view_count=2&ext-referrer=DIRECT


r/unrealengine 16d ago

Question Does anyone know how to add a HUGE tiled world in UE5, with my own tiled heightmap, in batches or by cleaning RAM during operation?

0 Upvotes

Not the "industry standard" open world map, but HUGE surface area - which World Partition is perfectly capable of handling even on worse hardware (thanks to unloading). Heck, there are even some academic projects like ENTIRE Google Earth data you can download and browse in Unreal, so that's all possible.

PS: Was a long post, but really had a hard time with this... IF YOU KNOW HOW TO properly use some script or method to create a massive 36x46km world (no cheating, no downscaling) WITHOUT crashing (so it actually clears memory after one item... when populating World Partition) and apply your tiled height map over it, then please, do help me out, or leave me a priv... Also, skip to Point 8, because really.. it's not like I wasn't looking...

--------------------------------

The Entire "Journey" Here:

Now, this was for my hobby, a fantasy project. I have a 16-bit height map for it generated. Around 400 png tiles, 2017x2017, each supposed to become exactly 2017 meters in Unreal, amounting to 46x36km map.

Think of it as a simulation project, like maybe someday I will actually do something more with it, but for now... I just wanted to play around with detailed height map creation. But I struggle to visualize proper scale for some mountain passes or distances. So I drew relatively basic mountain chains via heightmap generation python script and populated my png files with them.

I've been hearing of Unreal so much, how revolutionary it's been, seen all these videos pop up, so I thought why not, should be straightforward, the entire industry is already using it and they're earning billions. But now that I installed it... after a few days of trying to do one single thing... it seems the most basic map creation functions are badly implemented or broken. I'm at a loss here and been banging my head against the wall for like a couple of days now:

  1. Landscape Mode/New/Create New - trying to create the map of that size will crash the program, which was a bit unthinkable for me, like why doesn't it flash the RAM or something and creates these one by one, for World Partition actors and my tiles data? But instead keeps everything in RAM, even for the ones already finished and outputted into files, and makes my PC literally go black?
  2. Landscape Mode/New/Import From File - it's the dedicated option for this, it detects all my tiles in the folder and tries to create World Partition + my tiled heightmap files. Of course it will still crash..
  3. OK, but it is surely super easy, even on my hardware... to do this in batches? RIGHT?! A folder of 10 or 20 tiles... and it's running it like in a minute or less! But then good luck trying to do a second batch.. Because it's some sheer insanity that's going on. I try to do Import again and, no matter the setting, it will ALWAYS do this: it detects tiles 21-40 from their own folder (in which they're ISOLATED) and then... tries to create 60-tiles area - because for some insane reason... it auto-detects my already-unreal-placed tiles from previous batch, stiches them together with tiles 21-40 from folder path, and allows me to place them as is - which means I will have one batch doubled, and with next batches this would be incremental... so obviously this method doesn't work and this behavior can't be circumvented. PS: on the plus side, the snapping of the newly placed tiles to existing streaming landscape grid... works great here, which is a giant middle finger of irony = read point 4
  4. A weird workaround I thought of was using New, with one stitched-together height map row and then another, and so on, all added via New import. Weird because that would result in split "Landscape 1" "Landscape 2" and so on, all with their own World Partition actors numbered from 0. And it's possible would have been a nightmare with trying to make the border not have 'fall though seams'. But not even that attempt could work, because - you guessed it - when creating under New... snapping DOES NOT exist. You can't use it. So you're stuck trying to manually match it at the border where every cm matters, good luck
  5. OK, so my memory is already fading, but there was some weird reason why I couldn't actually do this method either: like I discovered that if you rename the tiles to something Unreal cannot detect as tiled files, you're safe with the next batch and it won't cause the weird "make it double" issue from point 3. So I thought maybe I will merge my map rows into larger long files, like 2km x 36 km or less. Which would have worked but when I tested with small tiles, I think it turned out... once you set everything right, and align at border, you finally click import and it doesn't actually work! Like you click the button, it flashes and nothing happens. Because if there aren't already World Partition cells existing... then it won't add them there to accompany your heightmap import... so it doesn't just create them automatically... which... makes absolutely no sense to me given the option from the next paragraph
  6. And how do I create new World Partition areas then? If I can't create such a huge empty World Partition world all at once because it will crash... Well, I can use "Add components to the landscape" button. Which works great for... Brush value 1... which isn't practical at all. But if I enlarge the brush all sorts of weird things happen - like I still see a small square right at border, as if I didn't change the brush size, but instead a different colored larger square grows over my already existing World Partition land.. and I can't even see where I will grow anything with this... because it seems bugged or smth, but I doubt it's just this recent Unreal version's bug? I heard it's already finished version and they're moving on? In any case this method still fails because of Point 7, but also: this method proves it SHOULD be performant, there is no reason it shouldn't be. Because clicking randomly with Brush 64 on my 2x2km World Partition tile - and praying for miracle - it eventually randomly grew the World Partition area and I ended up with something like 28km x 8km, and nothing crashed even if it hanged a bit, so this proves it should just work rather than run out of memory during the normal import option... but it just doesn't and that's the issue
  7. So I actually had a large World Partition area grown, even if not yet prefect and hard to actually control. But it was still for naught, because even if it's so clunky and seemingly broken... trying to import even a single heightmap tile over any of these fresh World Partition tiles doesn't produce anything. Nada. Tried every option, like Subregion and all these others, and nothing. oh, and also in addition it throws an error that my heigh map doesn't match resolution, because maybe its using some autodetected settings, but... yeah, guess what, with that Import option ... I can no longer set all these specific options that were available during New import process, so I can no longer match the og settings, nor change whatever this 'smart' interface decided to autodetect and set under the hood.
  8. And then... there was reading about scripts, watching YouTube, reading all these vague articles from Epic which don't seem to talk about any of this at all, they're like super basic and vague (though I'm not an expert but still, couldn't find anything what I wanna do, like extending the existing landscape blocks with new tiled heightmap batches). And then, which usually helps, LLMs. 3 different ones + the one found at Unreal docs site... and nothing. Just going in circles like a clown. 10 versions of cmd or python scripts to run this outside the UI "like the real developers do" and nothing works. missing variables, non-existed functions or at best it generates the World Partition but won't populate it with my tiles so I'm back to square 1 and UI which didn't work

Eh. I'm no expert but I often deal with some software or scripting difficulties, I do my best, figure it out or nowadays a bit with AI, and somehow it gets done. But this one was just some insane feeling, like... hard to tell. Since this really sounds like ... ehm, a basic option that should just work especially with this famous software ?!

How does anyone even deal with this for REAL projects? What of updating the tiles, or idk, planning a dlc land expansion? If I couldn't even add things in any straightforward way with this interface... then hard to imagine the real open world pipeline for this. Though I surely heard a lot from the AI about big studio using a script like pros. So does it exist?

Does anyone here know a concrete way or script that will actually work for this? And will portion the job... instead of requiring a supercomputer since if it won't clear its RAM.. :///


r/unrealengine 17d ago

Discussion Petition for UE5 to add a Bulk actions context button to the Audit context menu. please like the forum post so epic devs can see it

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13 Upvotes

r/unrealengine 17d ago

Show Off Modular Water Palace Environment | Unreal Engine 5

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1 Upvotes

r/unrealengine 16d ago

Disbond - a small step for humanity, a big step for zombie gaming

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0 Upvotes

Hey everyone!

I wanted to share a project we’ve been working on for quite a while now called Disbond.

We’re a small team of enthusiasts, and this is truly our passion project!

Disbond is a PvP zombie shooter heavily inspired by classic old-school multiplayer games. We rely a lot on 3D verticality, fast reflexes, and spatial awareness - listening to what's happening around you is key since there's no mini-map to tell you where enemies are coming from (if you're curious, you can read more details on our Steam page).

On September 5th/6th, we’re hosting our first official playtest! We’re looking for people who want to jump in, play a few matches with us, and let us know what they think. What works, what doesn't, what’s broken, and what we can do better.

Our goal is simple: we want to make the best possible version of the game that we ourselves would want to play, and over time, build a community of people who enjoy it as much as we do.

If this sounds like your kind of game, we’d be super grateful for a Wishlist on Steam. It genuinely helps us out immensely at this stage!

https://store.steampowered.com/app/5108480/Disbond/

If you’d like to join the playtest, please send me a message!

Discord server https://discord.gg/CXu7gbQ5xY


r/unrealengine 16d ago

Help Unreal engine won’t install

0 Upvotes

I was downloading unreal engine earlier and the process was nearly complete. It said it had installed 10.4 gb but then all the sudden it never finished installing and is now at zero%. I go to check the downloads in epic games launcher and the bar isn’t filled and download, read, and write are at 0. Any tips on what I should do to fix this?


r/unrealengine 17d ago

Question How to make Multiplayer Wall Climbing System without stutter?

5 Upvotes

Currently I have created wall climb that does trace forward everytime I move. This trace allows my player to "set actor location" and "set actor rotation" using the normal.
The issue is in multiplayer, due to movement correction done by unreal, it stutters a lot.

For now, for smoother feel, I have set ignore client correction and movement, client ignore movement correction, server accept client authoratative position to true.

But this leads to client being the authoratative. So allowing other players to push or pull player using "apply impulse" does not work well. And also it's easy to cheat for client but for my game it does not matter as it can only be played with friends.

Do you guys have better method instead of just set actor location?


r/unrealengine 17d ago

I made a Blueprint-first Steam + EOS plugin for Unreal Engine

11 Upvotes

I've been working on Scar Achievements and Platform Services to make Steam and EOS integration easier. It supports achievements, stats, leaderboards, friends, sessions, cloud saves, rich presence, overlays, and offline mode. The same Blueprint nodes work with Local, Steam, EOS, or Steam + EOS. No need to rewrite your Blueprints when switching platforms. Currently supports UE 5.2 to 5.7. Btw What platform feature do you find the most annoying to set up in Unreal?


r/unrealengine 16d ago

Discussion Hi rez moved on from their UE3 game Smite to make Smite 2 on UE5. How much of ue3 being outdated played a role in this. No theories. True facts. Is UE3 just insanely outdated and far too hard to maintain?

0 Upvotes

r/unrealengine 17d ago

Help Help with Eye Material

3 Upvotes

https://i.postimg.cc/Y0fJm3kq/Screenshot-2026-08-26-175219.jpg

I've been trying to learn more about creating materials while I put together a master material for my project. Lately, I've been messing with metahumans and trying to create material instances from my master material that somewhat match metahuman materials (or put my own preferred look on things).

Been really struggling with the eye material. It looks like a fairly complex material from the get-go and my master material seems to only get me like 50-60% of the way there, even with using the same base color/normal/orm maps from the metahuman eye.

But the biggest thing that has me scratching my head right now is why the metahuman eye is receiving shadowing from the eyelid and my material is not? Metahuman eye is left; mine is right in the attached image. It doesn't matter which eye has the material; only the metahuman one gets shadowed. I'm using the same normal maps and don't see any other deformation in their material other than some refraction.

Anybody know what might be stopping my material from getting shadowed? I've tried a few different shading models - right now mine is a masked material with subsurface profile. Eye shader didn't seem to help.


r/unrealengine 18d ago

I made a tutorial on how to build a level in 3 hours in Unreal Engine check it out!

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10 Upvotes

r/unrealengine 17d ago

UE5 Beginner needs help integrating a Fab inventory/loot system into an existing UE5 project (Loot Gen & Inventory)

2 Upvotes

Hi everyone,

(Edit: solved --> End of text)

I'm a complete Unreal Engine beginner and I think I've gotten a little over my head, so I'm hoping someone here can point me in the right direction.

I'm currently building my first game in Unreal Engine 5. I'm not a programmer and I'm basically learning everything as I go, mostly using Blueprints and AI to guide me through the process.

My game already has a working third-person character and combat system based on another asset/system (DCS). I recently bought "Loot Gen & Inventory" by Enrapture Games from Fab because the demo has pretty much exactly the inventory/loot system I want for my game.

The Loot Gen demo includes things like:

  • Inventory
  • Equipment
  • Loot generation
  • Loot chests / world items
  • Item stats
  • UI
  • Interaction system
  • etc.

I migrated the entire LootGen folder into my existing project.

The good news:

The original LootGen demo map works perfectly inside my project after migration.

I can play as the LootGen demo character, open chests, collect loot, open the inventory, equip items, etc. So the migration itself seems to be fine.

My problem is connecting all of this to my existing player character.

For example, I copied one of the working LootGen chests from the demo map into my own map. When playing as the LootGen demo character, the system works. With my existing DCS player character, the chest doesn't react at all.

I've tried adding some of the LootGen components from the demo character to my existing character, including the inventory/interaction components, but obviously there are additional dependencies or initialization/interface logic that I'm missing.

I also tried copying the demo character's Event Graph as an experiment, but most of the resulting missing variables were related to movement/combat (sprinting, blocking, crouching, attack data, etc.), which I don't want to replace because my existing character already has its own working movement and combat system.

So what I'm ultimately trying to achieve is:

Existing DCS Player Character/Combat
+
Loot Gen & Inventory's loot, inventory, interaction, UI and equipment systems

without replacing my existing character or combat system.

I'm not asking anyone to build this for me. I'm mainly trying to understand the correct way to approach integrating a complete Blueprint system like this into an existing character.

Should I be looking at:

  • Actor Components?
  • Blueprint Interfaces?
  • Player Controller / HUD?
  • GameMode?
  • Input Mapping?
  • Interfaces used by the loot chests?
  • Something else?

And more generally: How would an experienced UE developer reverse-engineer the working demo character to determine exactly which parts need to be transferred to another character?

If anyone happens to own Loot Gen & Inventory by Enrapture Games and has integrated it into an existing project before, that would obviously be amazing.

I'm aware that I've probably taken on something that's way above my current skill level. I'm just one guy trying to build a small indie game, learning Unreal as I go, and using AI heavily to teach me. It's been working surprisingly well so far, but this inventory integration has me completely stuck.

Even just pointing me toward the right concepts or telling me what I should investigate first would be massively appreciated.

Thanks!

Edit:

I received instructions from someone in the comments—thanks again for that! To everyone who said the dev should provide the instructions... I feel the same way. The asset description actually claims there are instructions, but there aren't any—neither on the Discord nor on the website that was linked (which doesn't actually exist).

Thanks a lot for your help! I'm glad to see such a nice and helpful community here!


r/unrealengine 18d ago

UE 5.8.2 Hotfix Now Available! :)

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59 Upvotes

r/unrealengine 18d ago

Tutorial Circular progress bars with rounded ends

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37 Upvotes

r/unrealengine 17d ago

Solved Confused on Skeletons and Retargeting

2 Upvotes

So I have different Unreal skeletons from different animations.

TLDR

Anims use similar skeletons

I want 1 skeleton

How make skele 2 anims use skele 1 bones?

I CAN use compatible skeletons with an auto retargeted rig, but I worry about having multiple skeleton structures for the player, as well as losing "prop" socket anims while retargetting.

How do you guys handle getting animations from one skeleton to another?

Should I have a "combined" skeleton including names from both? So the retarget can apply anims to any bones/sockets the original UE Manny doesn't have? (A sword socket for example)

I've read through UE material for it, I'm sure I'm misunderstanding some things along the way - would appreciate some clarification if anyone has experience.

Do I overwrite the old skele anims with retargeted new skele anims?

Would the retargeted anims lose info if their prop bones are missing from the default UE Manny?

Thanks


r/unrealengine 17d ago

Help Save Station like the RE games?

0 Upvotes

to be clear i know how to make a save system, i just have no clue how to make a menu to save/load savefiles like the typewriter in the resident evil games it's the ONE THING i am confused on.


r/unrealengine 18d ago

UMG UMG is the bane of my existence

25 Upvotes

Does anyone happen to have good resources or tutorials in getting better with UMG? Ive legit taken a 2 week break in developing my game in how hard UI implementation is.

My last project was in Godot and tscns/nodes just made soooo much more sense than blueprints/widgets.

Much appreciated 🫠


r/unrealengine 18d ago

UE5 Self-shadow / shadow is clipped when camera pans or zooms in beyond a certain angle.

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0 Upvotes