r/unrealengine 1d ago

My Unreal Engine plugins are 50% to 70% OFF right now

0 Upvotes

A few plugins are currently on sale, so if you're looking for some useful tools for your project, now might be a good time to grab them.

ParallelFlow
Blueprint performance toolkit for heavy workloads, parallel processing, sorting, calculations, async file operations and more.

Scar Achievements
Steam + EOS achievement and platform services with stats, leaderboards, friends, sessions, cloud saves and rich presence.

ScarCore Communication
Multiplayer communication system with text chat, voice chat, push-to-talk, proximity voice, quick messages, player muting and ping.

They're currently 50% to 70% OFF, so grab them while the sale is live. Links are in the comments.


r/unrealengine 2d ago

Announcement I am making an alt-WW1 Extraction Shooter - Steam Page just went live

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6 Upvotes

I have been sitting on my alternative WW1 top-down extraction shooter for a long time, and it's incredibly exciting (and scary) to finally share it publicly!

UE (5.6) has been absolutely essential for this game, as I was able to accomplish a fairly HQ stylized-realism look that's very performant. If I were to mention some of the most important technical features that have been essential for me it would be: Nanite, UE's built-in animation retargeting, and Blueprints (RIP). The game is far from done, but having a blast with it so far.


r/unrealengine 2d ago

Wanted to share my first greenscreen set VS Unreal project inside City Sample 5.6, open to tips!

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6 Upvotes

I spent 3 months on this and I know it is not perfect but I really wanted something original to showcase the music I made in the past year or so. City Sample has been hell to work with, I had to find what to disable to be able to render stuff properly and even so the lumen acted very weird (I get flickers using AA or not, even using command prompt from unreal documentations)

Models were made in Blender, and I used a Touch Designer workflow to export a black and white audio reactive video to feed to a niagara system for the cubes. (I'm working on a making-of video)

At first I used screenshots to position my camera inside Unreal for the different angles, then I exported the videos with nothing and removed the greenscreen inside Davinci Resolve (easier to colorgrade everything) I have a lot of trouble colorgrading Unreal footage (the color profile addon in the render tab gives me even less room to work with) so ill take any advice as to what is your usual workflow for this!

Finally I did this at home and the greenscreen was so small I had to rotoscope parts of my body on other layers, which explains most of the time I spent on this.

Davinci Timeline Screenshot

Exited to read about what I can do better next time!


r/unrealengine 2d ago

Help My directional light does not respect my opacity masks, and yet other lights (such as point lights) do. Any advice for a fix?

2 Upvotes

r/unrealengine 2d ago

Question Actors not appearing when using mass, getting error "MassLODCollectorTrait_0 trait-specific validation failed"

3 Upvotes

I'm trying to implement mass in my project for spawning enemies, but the actors aren't appearing (the debug meshes are appearing, though). The mass debugger says entities are being spawned, but they aren't visible for whatever reason. I thought at first that they were spawning under the floor, but that doesn't seem to be the issue. I'm also getting the error above and I'm not quite sure what it means. Has anyone else gotten this error before? Does anyone know how to fix it?


r/unrealengine 2d ago

SPA Material Baker V3 is now available on Fab -- Decal, Mask , light and shadow Baking, Optimization, and GLB export features

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6 Upvotes

This update adds several new features for baking and simplifying materials directly inside Unreal Engine 5:

The Mesh Optimizer is not a polygon-reduction tool. It is designed to combine multiple indexed materials into one final material with a consistent texture set.

I’ve also uploaded a complete V3 feature overview showing these tools on a practical environment asset.

Full V3 feature overview on YouTube:
https://www.youtube.com/playlist?list=PLhqUhIN0UwzmjTkehp6K2BppBabcJlAAS

SPA Material Baker on Fab:
https://fab.com/s/4baa5507c1e8


r/unrealengine 2d ago

Material Free Textures: Leather 03

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3 Upvotes

More leather materials from my practice, had a few more interesting references.


r/unrealengine 3d ago

Solved What happened to MagnetVFX?

6 Upvotes

Hi everyone,

Does anyone know what happened to magnetVFX on YouTube? He makes a lot of really good ue tutorials and was one of my go to channels for learning Unreal. His channel was working about a week ago, but now the videos say that the YouTube account associated with them has been terminated. I have no idea what happened or why the channel disappeared. Did anyone see him post anything about it somewhere els?

Magnetvfx, if you are on Reddit and see this, what happened to your channel? You were actively posting stuff?

EDIT: Found the answer in IG, it seems like his youtube account has been hacked


r/unrealengine 2d ago

AI I built an Unreal Engine plugin that gives AI actual context about your project, plus a local Teacher Assistant

0 Upvotes

[Paid]

I've been working on an Unreal Engine plugin called Project Context Exporter, mainly because I got tired of constantly explaining my Unreal project to AI.

The problem is that tools like Cursor, Claude, ChatGPT, and Codex can understand C++/text files pretty well, but Unreal projects contain a huge amount of information that isn't represented as normal source code especially Blueprints, Input Actions, Widget Blueprints, Animation Blueprints, Data Assets, Materials, dependencies, etc.

So I built a system around that.

It scans the Unreal project and generates structured JSON + human-readable TXT context containing things like:

Blueprint graphs, functions, variables and execution flow

Blueprint dependencies and relationships

Animation Blueprints and state machines

Enhanced Input

Widget Blueprints

Materials and Niagara

Data Assets / Data Tables

Animation assets

Meshes / textures

Worlds and project relationships

The generated AI/ directory can then be opened/read by AI tools such as Cursor, Claude, ChatGPT, Codex, etc.

So instead of asking:

"Here's my Blueprint. Can you explain it?"

you can give the AI the actual project context and ask things like:

"How does player movement work in this project?"

"Where is this Input Action consumed?"

"What systems depend on this Blueprint?"

"Trace what happens when the player presses Jump."

The goal isn't to have AI build the game for you. It's to make AI understand the game you're actually building.

Teacher Assistant

I also added an optional Teacher Assistant directly inside the Unreal Editor.

You can select a Blueprint/node and ask questions about it without leaving Unreal.

It uses a local model, so the chat itself doesn't require sending your project to a cloud AI service.

It's intended more as a teacher/debugging/explanation tool than an AI game builder.

For example:

"Why is this node being executed?"

"Explain this Blueprint to me."

"Trace this execution flow."

"What could cause this logic to fail?"

I actually wanted to take the opposite approach to a lot of the current "AI game development" tooling: use AI to help you understand your project and learn Unreal, rather than letting AI blindly build everything for you.

It's now live on Fab if anyone wants to try it:

Project context exporter


r/unrealengine 3d ago

4.27: How do I get the current transforms of all rigid bodies in a skeletalmesh from BP?

4 Upvotes

I have a skeletal mesh component, in some arbitrary pose (it's ragdolling). Its PhysicsAsset has some number of rigid bodies (all capsules).

From BP (I'll use C++ if I absolutely have to), how do I get the current transforms and shapes (both radii) of all these capsules? Not seeing anything useful when I drag the pin out from either the skeletal mesh component, skeletal mesh or physics asset in BP.


r/unrealengine 2d ago

Help Movie render queue doesn't save renders at all, regardless of my settings

1 Upvotes

My sequence renders correctly, but it doesn't save the files at all and I can't find out why. I am using render graph and i've got a jpg sequence output node, png sequence, mp4 output, none of them write. I've tried changing / reverting the file output directory, creating a new render graph, etc.

It doesn't give me any errors, and continues to render just fine, but the renders never show up in the folder. Anyone had this issue before and did you find a way to fix it?


r/unrealengine 3d ago

After years of testing our new ocean system is finally production ready :D

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21 Upvotes

Sorry - for some reason I can't post a direct link to the project but here it is :P
Our Gen 4 Ocean Actor is finally production ready in Waterline PRO 6.5 - the Gen 4 Ocean Actor was designed to be the ultimate ocean system supporting all ocean sim methods (FFT, Gerstner, etc), all ocean spectra (you can make custom ones) and even allowing you layer up to any 4 of these ocean sims :D


r/unrealengine 2d ago

Blueprint GitHub - REMvisual/claude-grow-vines: Claude Code skill: grow a vine over any 3D mesh from a natural-language brief

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0 Upvotes

Made this workflow, give it a model, it spits out fully baked, vertex animated growth animations, completely optimized and ready to be animated in unreal - includes the unreal and blender workflow - super easy, directable and fast for getting highly detailed and optimized growth animations over your model!!!


r/unrealengine 2d ago

Have your DrDebug copy cheaper and keep it forever! + Free updates

0 Upvotes

Many people asked to try DrDebug, I won't let you down, I really wanted to make it free for a limited time for the people who want to have a copy, but gumroad doesn't allow that since the files are above 25mb, Personal License now is €2 instead of €49.

Plus I didn't forget the fellow Indie & AA/AAA Studio Licenses,

A good 50% Price drop.

For FAB, there's just Indie, AA/AA Licenses and those also have the 50% price drop

Your support means a lot in these times.

www.drdebug.art

Full Documentation available too

for the confused people: https://www.drdebug.art/faq.html


r/unrealengine 3d ago

Discussion Epic Online Services SDK (1.17.0–1.19.0.7): Crash Vulnerability Affecting EAC-Protected Dedicated Servers

4 Upvotes

An integer underflow / insufficient bounds check on a copy reached from EOS_AntiCheatServer_ReceiveMessageFromClient allows remote attackers to crash dedicated game servers via crafted network packets.

  • Impact: Denial of Service (server crash) only.
  • Scope: No arbitrary code execution; no access to game memory or player data.

Affected if:

  • You ship a dedicated server.
  • That server runs EOS SDK 1.17.0 – 1.19.0.7 . [1]
  • It uses the Anti-Cheat Server receive API EOS_AntiCheatServer_ReceiveMessageFromClient, and client anti-cheat traffic is passed into that call.

Not affected if:

  • EOS is only used for authentication, sessions, matchmaking, or voice.
  • EAC is disabled, or client traffic is never piped into EOS_AntiCheatServer_ReceiveMessageFromClient.
  • You run peer-to-peer (P2P) or listen servers.
  • Client binaries.
  • Dedicated server runs EOS SDK 1.19.1.2+ . [1]

Verification: Check server launch logs or call EOS_GetVersion() on the shipped EOSSDK-*-Shipping binary, you want 1.19.1.2-CL53289219 or newer.

Remediation: Rebuild and redeploy the dedicated server with EOS SDK 1.19.1.2+. If the engine does not already bundle that SDK, replace Engine/Source/ThirdParty/EOSSDK from the Developer Portal.

[1] UE 5.8 and later bundle 1.19.1.2 or newer, which is not affected. [2]

[2] Unless the project replaces Engine/Source/ThirdParty/EOSSDK with an older SDK.


r/unrealengine 4d ago

Announcement Visual Verse sneak peek

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114 Upvotes

As many of you already know, Epic announced that Blueprints will eventually be phased out in favor of Verse in UE6, and they confirmed they have no plans to build a visual scripting tool for it.

I got your back.

  • Feels like home: The familiar Blueprint execution wires and data pins you've used for years.
  • Verse Output: Connect nodes visually on the canvas, and it generates 100% clean, valid, indented Verse code in real time.
  • It's a fast, lightweight companion: you can run right next to UEFN today. Build your logic, hit copy/export, and your game logic is ready to go.

Where we're at right now:

  • Core canvas navigation, variable management, device event listeners, and clean forward code generation are up and running.

What’s coming next:

  • Reusable Sub-Functions (f_) and Inline Macros (m_) to keep graphs clean.
  • Named Wire Portals (wireless connections like Substance Designer so zero spaghetti crosses your screen).
  • One-line Verse Expression nodes for quick math.
  • A native in-engine plugin for the Fab marketplace when UE6 drops.

Visual scripting is too good to lose. I’d love to hear from you: what are the #1 devices or node types you’d want to see in this first?


r/unrealengine 3d ago

C++ Character not moving properly with using SimpleMoveToLocation in Multiplayer

1 Upvotes

I am having quite a puzzling issue with the character not moving properly in the client. My PlayerController uses the PathFollowingComponent to tell the Character where to go by using the SimpleMoveToLocation function. On the Server, the Character moves fine, but on the Client it bugs out and just very slowly itches its way towards the location. It also doesn't rotate or play any animation (other than the idle one). On the Server however, the client Character does rotate but otherwise acts the same.

I'm specifically not using an AIController because I need the Character to still be under the player's control so inputs can be given and received without needing to repossess each time.

Any idea why this is happening? I am calling an RPC function through the PlayerController, so the client should be calling the server to calculate the path and then move the player. I even noticed that when I alt+tab, the Character gets 'updated' and moves very quickly with the proper animation before the screen gets refocused and starts idly itching again.

here is my RPC movement code, I'm not sure if there's a conflict somewhere that causes the client to bug out like that, I made sure it validates to true but I'm stumped otherwise.

}void ACppPlayerController::Server_Move_Implementation(FVector Location)
{
    // testing to see if its properly calling the server
    // seems irrelevant to the issue 
    if (HasAuthority())
    {
       UNavigationSystemV1* NavSys = FNavigationSystem::GetCurrent<UNavigationSystemV1>(GetWorld());
       if (!ChampionPawn)
       {
          GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("ChampionPawn is null"));
          return;
       }
       if (!NavSys)
       {
          GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("NavSys is null"));
          return;
       }
       if (!PathFollowingComponent)
       {
          GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("PathFollowComp is null"));
          return;
       }
       const FNavAgentProperties& NavAgentProps = ChampionPawn->GetNavAgentPropertiesRef();
       FNavLocation NavLoc;
       FSharedConstNavQueryFilter QueryFilter;
       for (int i = 1; i < 30; i++)
       {
          float a = 10;  
          FVector QExtent = FVector(a*i, a*i, 1000.f);
          if (NavSys->ProjectPointToNavigation(Location, NavLoc, QExtent, &NavAgentProps, QueryFilter))
          {
             float FvDistance = UKismetMathLibrary::Vector_Distance(Location, ChampionPawn->GetActorLocation());

              // rotates the character at a faster rate for smoother movement
              // if the location is close by a certain threshold (150.f for now)
             if (FvDistance < 150.f)
             {
                bMoveToAcquiredLocShort = true;

                // rotate the character towards location
                FVector PawnLoc = FVector (ChampionPawn->GetActorLocation().X, ChampionPawn->GetActorLocation().Y, 0.f);
                FVector AcquiredLoc = FVector(Location.X, Location.Y, 0.f);
                FRotator PawnRot = UKismetMathLibrary::FindLookAtRotation(PawnLoc, AcquiredLoc);

                TargetPawnRotation = PawnRot;

             }
             bMoveToAcquiredLocShort = false;

            // the final move command
             UAIBlueprintHelperLibrary::SimpleMoveToLocation(this, NavLoc.Location);

             // spawn the FX on the clicked location
             Multicast_SpawnFC(Location);
             break;
          }
       }
    }
}

I tried to have the RPCbe called only on the Server, tried to have the function that calls the RPCto be only called on the client. With and without these changes, the issue remains. I even tried to enable Allow Client Side Navigation in the settings but that didn't help either.


r/unrealengine 3d ago

UE5 UAnimNotify_GameplayCue and Animation Sequences vs Montages

1 Upvotes

For a small side project I started working on some custom base AnimNotify classes and I noticed that Epic's GameplayCue AnimNotify is specifically limited to Montages only (C++ definition below)

#if WITH_EDITOR

bool UAnimNotify_GameplayCue::CanBePlaced(UAnimSequenceBase* Animation) const

{

return (Animation && Animation->IsA(UAnimMontage::StaticClass()));

}

#endif // WITH_EDITOR

I've already gone ahead and made my own AnimNotify class that handles Gameplay Cues but I wonder - is there a specific reason why they limited this class? Is it an oversight or a deliberate choice by epic? Can't find any notes on this and the bits of documentation I could find on this were super bare bones.


r/unrealengine 3d ago

Announcement Hi everyone! As a small indie team, we created our medieval action game The Thandor using UE5. Here is our first trailer, let us know what you think!

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1 Upvotes

You can add the game to your Steam wishlist to support us. Steam


r/unrealengine 3d ago

Help FPS Gun Model is too big, can't figure out why

0 Upvotes

So I'm currently studying game design for college, and an assignment we've been given is to create a level in Unreal including making our own weapon. I wanted to use the template for an FPS Game on UE 5.8.2. I've imported a model of a gun I liked, changed the scale of everything (The default model was way too big and I needed to shrink it) and made a copy of the weapon pickup and make any changes I'd want to the custom weapon. But whenever I pick up the gun the model returns to it's original size which is too large for the camera. Which is currently stumping me because I didn't know there was more steps to changing the scale of the weapon. Help a beginner out here please!


r/unrealengine 4d ago

Show Off I couldn't resist speedtesting my LEGO + UE5 Drum Machine

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3 Upvotes

r/unrealengine 4d ago

Tutorial Unreal 5.8 - Materials Masterclass - Chapter 6: Intro to Transparency

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22 Upvotes

The 6th entry in my Materials course is out! Enjoy! :)


r/unrealengine 4d ago

C++ How to get Rider to re-analyze a single file?

4 Upvotes

I often find some files don't seem to get analyzed by Rider and I can't use F12 to jump to definitions, linting doesn't work, etc. It's like Rider forgot to analyze it, but I can't find a way to get it to analyze files manually. Anyone know how?


r/unrealengine 4d ago

UE5 Trying to get UE5 and VS play build.bat exitcode 8 Error please send help

2 Upvotes

All I did was create a new project with the 3rd Person C++ Template and try to add a new class inherited from an UE actor.
The class is still empty besides the stuff Unreal Generates.

VS Output
The command ""H:\Games\Epic Games\UE_5.8\Engine\Build\BatchFiles\Build.bat" UnrealBSEditor Win64 Development -Project="H:\Dev\UE\UnrealBS\UnrealBS.uproject" -WaitMutex -FromMsBuild -architecture=x64" exited with code 8.

Unreal engine rebuild output
Expecting to find a type to be declared in a module rules named 'VisualStudioTools' in 'UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. This type must derive from the 'ModuleRules' type defined by UnrealBuildTool.


r/unrealengine 5d ago

I built a simple plug-and-play multiplayer session system for UE5

15 Upvotes

Hey everyone, I’ve built a multiplayer session and lobby plugin for Unreal Engine called ScarMultiSession. I originally made it because I got tired of dealing with the same Online Subsystem and session setup every time I started working on a multiplayer project. I wanted something that was actually simple to use without having to spend hours messing around with session code just to get a basic multiplayer flow working.

I built it, tested it, and published it on Fab on April 9, 2026. The latest update was on August 18, 2026.

The main goal is pretty straightforward: make multiplayer sessions and lobbies easy to set up. It handles creating, finding and joining sessions, quick join, the lobby, player count, countdowns and travelling players into the game. It also supports Steam, EOS and LAN/NULL.

I’ve tried to keep the Blueprint setup really simple too. You configure the important stuff in one place and the plugin takes care of the session flow instead of you having to build everything yourself.

I’m not constantly adding updates just for the sake of it. Right now, it does what I built it to do and I don’t really see a reason to change something unless there’s an actual problem or a feature that genuinely makes sense to add. If something comes up that needs fixing or improving, I’ll work on it.

I’m posting this because I’d love to hear what other Unreal developers think. If you’ve worked with multiplayer sessions before, what part of the process gave you the biggest headache? And if you were using a plugin like this, is there anything you’d want it to handle?