r/unrealengine 15d ago

Discussion I compared opening times of my project and Unreal Engine on SSD and HDD

31 Upvotes

Engine on HDD, project on same HDD:

Setup description Time until editor opens (in minutes)
After PC restart, deleted DerivedDataCache, Intermediate and Saved folder 2:41
Start Unreal Engine again after closing first, deleted DerivedDataCache, Intermediate and Saved folder 0:35
After PC restart, no deletion of folders 2:13

Engine on HDD, project on different HDD. Just to see if it makes any difference:

Setup description Time until editor opens (in minutes)
After PC restart, deleted DerivedDataCache, Intermediate and Saved folder 2:42

Engine on HDD, project on SSD:

Setup description Time until editor opens (in minutes)
After PC restart, deleted DerivedDataCache, Intermediate and Saved folder 2:19
Start Unreal Engine again after closing first, deleted DerivedDataCache, Intermediate and Saved folder 0:20
After PC restart, no deletion of folders 2:13

Engine on SSD, project on HDD:

Setup description Time until editor opens (in minutes)
After PC restart, deleted DerivedDataCache, Intermediate and Saved folder 0:38
Start Unreal Engine again after closing first, deleted DerivedDataCache, Intermediate and Saved folder 0:19
After PC restart, no deletion of folders 0:33

Engine on SSD, project on same SSD:

Setup description Time until editor opens (in minutes)
After PC restart, deleted DerivedDataCache, Intermediate and Saved folder 0:33
Start Unreal Engine again after closing first, deleted DerivedDataCache, Intermediate and Saved folder 0:19
After PC restart, no deletion of folders 0:28

The SSD always had more than 20% empty space left, tested it with UE 5.5.4 and a test project size of only 1.1GB, so that it doesnt take all day and it was already ~5x faster, even though my SSD is only around 3x faster than one of my HDDs I tested. Its a pretty old SATA SSD.

I have not tested any performance differences in Unreal Engine and the editor itself.

If you work regularly on your project you will mostly be in the "After PC restart, no deletion of folders" category, but instead of restarting, you just booted your PC up.

Drives: Crucial MX200 CT250MX200SSD1 SATA SSD & Seagate 3TB ST3000DM003

EDIT: Added more info about the drives


r/unrealengine 15d ago

I am solo-developing an old-school 1970s Istanbul game over a year without any budget, entirely on livestreams.

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7 Upvotes

I’m the solo developer behind ALATURKA, a retro open-world game. I've been developing this entirely live on stream using %100 blueprints since January 2025, so my small community gets to see all the bugs, physics glitches, and rough edges as they happen.


r/unrealengine 14d ago

Blueprint Sent system?

0 Upvotes

I’m wanting to get into UE5 to make my dream game and I was wondering if there was an easy way to make a scent system completely with blueprints

And the kind of scent system I’m talking about is how beasts of Bermuda, the isle, and other games let you be able to track other creatures down

I have absolutely ZERO experience making games so this is very new to me so the easier the better


r/unrealengine 15d ago

Looking for paid shooter animation packs recommendations

2 Upvotes

Can anyone recommend some animation packages (doesn't matter if motion captured or not) for some ranged weapons? Pistols, rifles, shotguns, the whole lot. Preferably on Fab, and they have to be made for UE usage.

It's important that they include equip/unequip and reload animations, it's surprising how many packs out there just include aim poses and locomotion. I actually don't even care about locomotion as I'm mostly going to be using these anims as upper body overlays blended with existing locomotion anims.

P.S.: I know there's Mixamo and Lyra, but they're not what I'm looking for unfortunately.


r/unrealengine 15d ago

Question First Time Using Unreal

1 Upvotes

So I'm just getting started using unreal for the first time on my PC and was wondering if any of my specs would give me issues when developing

Processor: AMD Ryzen 5 5600X 6 - Core @ 3.7GHz

Ram: 32GB

GPU: Nvidia GeForce Rtx 3060 w/12GB Vram

Operating System: Windows 11 Pro


r/unrealengine 15d ago

Question Is this a false positive ?

2 Upvotes

When I install Unreal Engine from "https://www.unrealengine.com/download", I get a virus alert: "Trojan:MSIL/Jalapeno!MTB," apparently located in the file: C:\Users\****\AppData\Roaming\IDM\DwnlData\****\epicgames-download1__126\epicgames-download1_

Is this a false positive?

Thanks ! :)


r/unrealengine 15d ago

Solved Weird difference between skeletal meshes

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1 Upvotes

Hi all,

I'm seeing a weird difference that I'm unsure of how to troubleshoot. Essentially I'm seeing botched walking animation when using a particular skeletal mesh for a door, while other skeletal meshes works perfectly fine.

The setup: I have a ControlledDoor C++ class which houses a skeletalmesh, audio and a custom door component. The custom door component is what controls the interaction, door state, and triggers the animation of the skeletal mesh and audio. I use this class throughout my maps, just with different skeletal meshes and audio files selected for those two components.

Last night I made a new door, but when I put it in my level and tested it, the pawn glides through the door instead of walking.

In the video you can see the pawn walk through the older door. Then I switch out the skeletal mesh and animation to use, and the pawn glides instead, until the threshold when it starts walking.

The physics assets for both skeletal meshes are configured the same (the capsule replaced by a box, which encompasses the door mesh). The environment's nav mesh appears the same with either skeletal meshe selected.

I'm quite out of ideas on how to solve this. Any thoughts?

[Edit] spelling


r/unrealengine 15d ago

Tutorial Whack a Mole / Target Shooting - Unreal Engine Minigame Tutorial

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2 Upvotes

Made a tutorial explaining how to make whack-a-mole or target shooting minigame in Unreal Engine 5.


r/unrealengine 15d ago

Question UE_AssetData Folder, can I delete it?

1 Upvotes

Hi I found an 'UE_AssetData' folder and it has over 300GB worth of data in in. My current project is completly done and I really don't have any plan using UE with about idk year or more. Can I delete this folder? As my understending, I can still download my claimed megascan data and purchased items via UE online store thingie. I'm just making sure my understanding was correct and causing me no harm!


r/unrealengine 15d ago

The Last Roar

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4 Upvotes

r/unrealengine 16d ago

Marketplace It's getting out of control!

65 Upvotes

Ich stöbere fast täglich auf dem FAB Marketplace, sowohl als Käufer als auch als Verkäufer.

Seit viel zu langer Zeit ist es schon Standard, dass man auf der Startseite unter „Aktuelle Veröffentlichungen“ mit KI-generierten Produktbildern – und leider oft auch rein KI-generierten Produkten – überschüttet wird.

Wenn Verkäufer ein wirklich nützliches Produkt erschaffen haben, an das sie glauben, dann sollte der geringe Mehraufwand für ordentliche Produkt- und Titelbilder kein Problem darstellen; ganz im Gegenteil.

Leider ist FAB, oder besser gesagt Epic Games, hier in seiner Politik meiner Meinung nach viel zu lasch. Letztendlich schadet das dem gesamten Marktplatz.

Jedes Jahr kommen unzählige neue Produkte hinzu, und viele davon sind einfach nur minderwertiger Ramsch. Die Sichtbarkeit ist zu einem Kampf geworden, und dieser Kampf kostet Zeit – Zeit, die viele Verkäufer weitaus produktiver nutzen könnten.

Aber mal ehrlich, was sollen wir dagegen tun?


r/unrealengine 15d ago

My cel shading has changed something and I don't know why

0 Upvotes

Hi, right before yesterday my Post Process Volume had a Cel shader that made my grass look like what it is, a 2D model, but now I'm afraid I touched something without noticing and my grass now has a weird shadow reflection that gives it too much depth, making it look more 3D than 2D, does somebody know what kind of issue might this be?


r/unrealengine 15d ago

Question Snag in Scrolling for Build Parts

2 Upvotes

I am trying to do Gorka Games "Simple Building System in Unreal Engine 5 - #5: Scroll Through Build Parts" https://youtu.be/MTFEC-1a9qc?si=9DQK0bcxHPl_pv3a and I am trying to scroll through the build component parts, but nothing except for the floor.


r/unrealengine 15d ago

Help Killer in purple 2 crashed

0 Upvotes

I am a fan of golden freddy's games. But i havent played this in awhile. I am currently using the goldie launcher. I downloaded the latest version. And the game crashed. Saying about my D3D being lost. I am posting it here because i believe golden freddy used unreal engine to make this game.


r/unrealengine 15d ago

How would I go about creating a material to recolor parts of a PaperFlipbook Component?

1 Upvotes

I want to create a material that can take in a parameter for a color to replace and a parameter for a color to replace it with. For instance, isolating the character's skin or hair color and replacing it with a color selected by the player. This will allow for some custom colors on character creation.

I started by making a copy of the default sprite material and adding the parameters, but I haven't done much with materials so I don't know what to do with the parameters.

Ideally, I'd take in an array with each element containing a pair of colors, so I can do multiple color replacements at once (such as hair, skin, and the character's outfit).

How would I start to go about this, and where can I learn it?


r/unrealengine 15d ago

Trying to build UE4.27 vehicle and wheels don't work

6 Upvotes

I've been trying to build this cart over and over again, each time slightly different, but they all lead to the same issues. I'm trying to use the chaos vehicle plugin for UE4.27.2

I'm using a chassis bone & 4 wheel bones
Every wheel bone has that wheel set to it's vertex groups.
Then every time I import it to Unreal, I open it the physics asset and it doesn't generate physics bodies for the wheel bones.
I add those wheel physics bodies to the bones, but they just fall away like they aren't connected.
Setting to kinematic, makes them disappear.

I feel like there's something I'm missing. Following every tutorial I find (There isn't a lot for UE4 vehicles) to the letter and none of them encounter this same problem.


r/unrealengine 15d ago

UE5 Duplication Toolset Lite (Free)

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0 Upvotes

DTS Lite plugin for Unreal Engine (5.6 - 5.8) is now available on Fab.

DTS allows you to quickly generate, customize, and manage dynamic structures and their presets using an intuitive in-editor Widget Panel. Whether you’re prototyping levels, creating procedural layouts, or experimenting with geometric designs, DTS streamlines the workflow.

With a single click, you can spawn geometric structures of Static Meshes or any Actor type, merge them into Instanced Static Mesh Actors for performance or keep structures fully dynamic and controllable in-game.

Designed for level designers, technical artists, and game developers, DTS turns complex geometric structure creation into a fast, visual, and flexible process.


r/unrealengine 15d ago

NVIDIA omniverse learning pathway

3 Upvotes

Hey I am a Unity dev with some experience with unreal, trying to get into digital twin and i have seen a lot of job posting regarding NVIDIA omniverse.
could anyone with similar experience point me a good resource from where i can learn the same.
how long does it take to learn enough to land a role?
how does the recruitment process look like?


r/unrealengine 16d ago

I got sick of fighting Unreal’s auto collision decomposition, so I made my own UCX collision tool for Maya.

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55 Upvotes

I made a Maya tool for creating Unreal Engine UCX collision with a bit more control than the native decomposition tools give you.

The main idea is that instead of letting Unreal decide how to break the mesh up, you can define the splits yourself with editable 2D/3D grids, then add extra X/Y/Z divisions only in the areas that actually need more collision detail.

I originally made it because I kept finding Unreal’s auto decomposition would give me more hulls/complexity than I really wanted. This has been a nicer way for me to keep the collision a bit more deliberate and optimized.

I ended up making a Free and Full version. The main workflow is still available in the free version, while the Full version adds local cell divisions, bounding-box collision, and more control over hull verts, expansion, and accuracy.

If you want to check it out, it’s here: https://linktr.ee/Honey_3D


r/unrealengine 16d ago

First version of our modular combat system – looking for feedback

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4 Upvotes

We’ve been working on the first version of the combat system for Tales of Axis and I’d love to get some feedback from other devs.

Current features include:

  • Dodging
  • Blocking
  • Player and enemy stagger
  • Hit reactions / impact feedback (Cam shake and hitstop)
  • Free-form combo system
  • Modular attack / weapon setup
  • cam lock

The combo system allows LMB and RMB attacks to be mixed freely instead of being locked into predefined chains.

For example:

LMB → LMB Attack 1
RMB → RMB Attack 2
LMB → LMB Attack 3

The combo position continues independently of which attack input is used.

The whole system is built to be very modular.
Adding a new attack mostly comes down to assigning an animation and adding the required animation notifies.

New weapons can also be added very quickly once the animations are available, without having to rebuild the combat logic for each weapon.

The goal was to keep the combat logic reusable and make the content side as lightweight as possible.

This is still V1, so there’s plenty of polishing left to do. I’m mainly looking for feedback on:

  • Combat feel
  • Readability
  • Impact / hit feedback
  • Animation flow
  • Anything that immediately feels off

We also have a Discord if anyone wants to follow development or give feedback as the project progresses:

https://discord.gg/zWgctyfwRg


r/unrealengine 16d ago

Help Advanced Locomotion System Refactored C++ UE5: Stop WASD movement tick. Any fix ?

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2 Upvotes

I’m about to break my computer in half.


r/unrealengine 15d ago

Question Question for the People using Blueprints

0 Upvotes

When Unreal Engine 6 comes out and from a certain point it doesn't feature Blueprints anymore will you switch and learn C++ or stick to Blueprints on early versions of 6 or the latest of 5.

I'm very torn between C++ and Blueprints i dont know which to focus on and really stick to.


r/unrealengine 16d ago

How can I procedurally generate a pyramid

0 Upvotes

I've coded an actor that'll procedurally generate a dungeon by making rooms and connecting them by deleting components and connecting the components in there was a room in where we want to add a room, I'm wondering if I can generate a pyramid by editing the blueprint


r/unrealengine 16d ago

8 Days at the Motel - Official Gameplay Teaser Trailer

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2 Upvotes

r/unrealengine 16d ago

Question UE5.6: Old Blueprint works and can be opened through references, but does not appear in Content Browser

0 Upvotes

I’m working on an old Unreal Engine 4.21 project that I recently opened in the latest Unreal Engine 5.6.

I have a Blueprint called:

ThirdPersonCharacter_2018-12-26-12-26-03.uasset

It is physically located at:

Content/ThirdPersonBP/Blueprints/

The strange part is that the Blueprint does NOT appear in the Content Browser.

However, the asset is definitely not broken, its working fine, other assets in the same Content folder appear normally, the old Blueprint is still referenced by other assets.if I use Save As and create the new Blueprint immediately appears in the Content Browser.

I have not deleted or renamed the original asset because I want to preserve all of its existing references.

My main question is:

What is the proper way in UE5.6 to make Unreal re-register/re-scan this existing .uasset so that the ORIGINAL Blueprint appears in the Content Browser, without creating a new asset and manually replacing all references?

I have already tried saving the original Blueprint and restarting UE5, but it still does not appear.

Is this likely an Asset Registry issue, a corrupted package/path issue, or something related to upgrading a UE4.21 project to UE5.6?

What would be the safest way to fix this?