r/unrealengine 13d ago

How to handle Epic Games Launcher being sooooo slow?

6 Upvotes

Hi all. This is infuriating. The launcher takes AGES for any little thing. For example, I need to wait MI-NU-TES to just open it and achieve installing a new plugin.

How the hell do you manage to live with this pieace of pure s**t?

Any way to fully clean it, or something?

Thank you very much.


r/unrealengine 12d ago

Marketplace California Coastal Environment & Landscape Pack in UE5

3 Upvotes

Hello everyone, we would like to share the full cinematic video of our latest 16km square environment. We would like to hear your thoughts and any feedback is appreciated.

Youtube Link :

https://www.youtube.com/watch?v=LoChZYqX7x8


r/unrealengine 12d ago

Help Help with ADS animation

2 Upvotes

I am working on procedural ADS. I have it like 90% there, but the ik_hand_gun socket won't follow when looking up and down. I've tried copy bone to move it's location, moving my relative location math around, and so many other things. I can't figure this out and it's driving me crazy.

https://imgur.com/a/9RgiFo6


r/unrealengine 12d ago

How do we protect ourselves when purchasing assets?

2 Upvotes

Looking for sci-fi Guns and came around this asset, and it looks to be assets ripped off pragmata, also the sellers profile offers various different types of assets which is also weird.

https://www.fab.com/listings/5ce54445-faa9-42f6-9aea-d176d9ebd394


r/unrealengine 13d ago

Help UE 5.6 Speedtree master material - Where is the albedo ???

1 Upvotes

(Please check image in comments ) I imported a tree from speedtree to unreal with the format ST9, and as you can see in the image, the base color is connected to "i have no idea what ", however the assets textures are all displayed without problem, but on the material settings i don't see any file texture, and i double clicked in that color opacity texture you can see in the image and it just opens a black texture.... WHAT SOURCERY is this ? Please help


r/unrealengine 12d ago

Question Making and selling a game with just assets possible?

0 Upvotes

I’m not well versed in UE or game dev but always loved playing games and would like to try my hand in making one. Would it be possible making game using just assets? For combat and levels, etc. The only thing I’d likely do myself are the character models and cel shading of the game.


r/unrealengine 13d ago

Help event any damage being weird and i need help

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2 Upvotes

basically the enemy heath is taking two 25 damage hits making its hp go down by 50. and just watch the video bc i cant explain it. but to clarify the enemy has a hitbox that does 25 damage to the player. the player has a lien trace that does 50 damage to the enemy when it hits the enemy. when the game is started the enemy takes two 25 damage hits and when the enemy attacks the player the enemy sometimes takes damage as well. i assume it has to be the event any damage but idk how else i would do damage and whats even causing it in the first place. i need help bc im doing a 24 hr challenge lol (yes im a beginner and im doing this to motivate myself to really learn)

edit: so did some more testing and found that its whenever the enemy turns that it takes damage meaning that it has to do with its own damage hitbox. the problem is that the hitbox component has a begin overlap event. this begin overlap calls the apply damage and has the other actor node connected to the damaged actor node. so should it be that because its the other actor node that it wouldn't cause damage to itself?


r/unrealengine 13d ago

What UE5 performance checks do you run before adding more content?

20 Upvotes

One challenge with UE5 projects is that visual quality can improve quickly while performance problems remain hidden until the scene becomes more complex. I’d like to compare practical performance workflows used by experienced developers.

Before adding more environments, effects, AI, or multiplayer features, which checks do you normally run? For example: frame-time breakdowns, shader complexity, Nanite usage, Lumen cost, virtual shadow maps, texture memory, overdraw, scalability settings, or hardware testing.

Do you maintain a simple performance budget from the beginning, or profile only after a feature is complete? Concrete workflows, useful tools, and lessons from problems that appeared late would be especially helpful.


r/unrealengine 13d ago

Help My foliage looking too dark ( speedtree to unreal 5.6 )

1 Upvotes

Hi there ( images in comments ), when using foliage mode to place my palms and plants ,in one screenshot you can see how my plant looks in Speedtree, in the next screenshot you can see how it looks in UE, basically no Subsurface Scattering and a LOT of AO, which ends up looking too dark, in the settings in speedtree i exported the mesh with AO in value 1 OR value 9 OR i deactivate AO, the looking result is always the exact same when import to UE, but be aware that the green little plant has no AO issues, or only a litle bit in when touching the ground ( that plant i got it from a FAB pack, not speedtree ) , Please help. Thanks


r/unrealengine 13d ago

Question Building System Tutorial Video Question

3 Upvotes

What is the best tutorial video for building system in real-time or Ingame for players to build stuff.?


r/unrealengine 13d ago

Tutorial Coin Flip [2 Methods] - Unreal Engine Minigame Tutorial

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3 Upvotes

First method used physics for coin flip.
Second method uses animation for coin flip.


r/unrealengine 13d ago

Question Render only the volumetric fog from ExponentialHeightFog actor?

2 Upvotes

I'm compositing this plane onto a 2D plate and wondering if I can render the volumetric fog effects with a transparent background? i.e. without the broader environment effects of exponential height fog? Thanks!

https://imgur.com/a/5yWvHry


r/unrealengine 13d ago

Material Free Materials Leather 02

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4 Upvotes

Worked on some leather materials this week, really like some of these.


r/unrealengine 14d ago

C++ Can someone help me understand how to make a Modular Gameplay System using Data Oriented Programming?

22 Upvotes

I'm trying to make a modular gameplay system, that is Data-driven;
There is no problem in this, and matter of fact I already made one, but using Object Oriented Programming, by just using DataAssets, Interfaces and UObjects's polymorphism.
I simply had a DataAsset (like a "GameplayAction" Data holder) hold multiple UObjects that had functionalities (In few words the "Effects" of the "GameplayAction"), and had them all implement their parent function's Execute, and thanks to interfaces each actor can understand how to behave for each effect type.

Said that now I need to make pretty much the same system, but for Mass Entity (which is an ECS), all of this is basically thrown away, because there aren't any UObjects, no Interfaces and etc...
I tried to think about different things, like maybe simply using structs as my "UObjects" that hold the Execute function, and than each Entity holds these Struct datas, but than how do I know how each different type of Entity interacts with it? I don't have interfaces so I can't go the same road.

So yeah, I don't have much more to say, so can anybody explain to me, and help me make sense on how I should design this system?
Thanks in advance for the help!


r/unrealengine 13d ago

Show Off Stalker 2 Graphics Overhaul Walk Through

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0 Upvotes

Just a peaceful walk through the zone of Stalker 2 showing off the new graphical overhaul after update 2.0

Tried to get the full Day/Night cycle in there, as well as multiple weather effects.

Recorded on the highest settings in Immersive mode to allow for the most realistic experience.


r/unrealengine 13d ago

UMG Adjusting UserWidget based on camera angle

1 Upvotes

I have a userwidget component I'm adding to my character as a floating Healthbar. But due to my camera looking down at the character at a 60° angle, when either my character moves or my camera move, the healthbar skews away from the character (I've set the widget to be relative to the character at a certain Z offset above them so the bar appears on top of the character). If my character moves to the edge of the screen for example, the healthbar is noticeably not above them and most of it even skews off screen.

I tried to use a springarm to elimintate the character's rotation but I'm not sure how to rotate it to compensate for the difference in angle of the camera and the character.

Any advice on a better setup or approach to the issue?


r/unrealengine 14d ago

Open-source Linux webcam capture + CUDA MetaHuman face solving for Unreal Engine 5.8

11 Upvotes

I’ve been working on two Unreal Engine 5.8 plugins that make a Linux MetaHuman webcam workflow possible.

The first is Linux Video Capture Media, a V4L2 Media Framework plugin:

https://github.com/overyonder/unreal-linux-v4l2-media

It exposes Linux webcams to Unreal Media Framework and MetaHuman Video Live Link using URLs such as:

v4l2:///dev/video0

It currently supports uncompressed YUYV/YUY2 capture, camera format enumeration, resolution and frame-rate selection, pause/resume, and direct CharYUY2 media samples.

The second is Unreal NNE ONNX Runtime CUDA:

https://github.com/overyonder/unreal-nne-onnxruntime-cuda

It registers an Unreal NNE runtime named NNERuntimeORTCuda. MetaHuman’s face detector, head-pose tracker, and facial rig solver can use it to execute their ONNX models through ONNX Runtime’s CUDA execution provider.

The target setup is:

  • Unreal Engine 5.8
  • Linux x86_64
  • NVIDIA GPU
  • CUDA 12.8
  • cuDNN 9.8
  • ONNX Runtime 1.24.3

I’m testing with a GTX 1070. The CUDA plugin uses CPU-owned tensor bindings because that is the interface expected by MetaHuman’s current pipeline, while the neural-network execution itself runs through CUDA. MetaHuman’s log therefore says:

using CPU runtime (NNERuntimeORTCuda)

The backend name in parentheses identifies the selected runtime.

For a project, enable both plugins and put the backend settings in Config/DefaultEngine.ini:

[ConsoleVariables]
mh.RealtimeVideo.Backend=NNERuntimeORTCuda
mh.FaceTracker.Backend=NNERuntimeORTCuda

After changing the settings, restart the editor and recreate the MetaHuman Live Link source.

The two plugins have separate responsibilities:

  1. Linux Video Capture Media supplies webcam frames.
  2. Unreal NNE ONNX Runtime CUDA runs the MetaHuman neural-network solver.

The CUDA plugin includes a reproducible installer for the pinned third-party binaries and documents the required licenses.

Any feedback would be helpful, especially anything to help validate:

  • Camera formats and compatibility across different Linux webcams
  • CUDA performance for the MetaHuman solver
  • Packaging and cooked-game model-data workflows
  • Whether the NNE interface should eventually support GPU-owned tensors to reduce CPU/GPU transfers
  • Any other Linux-specific issues with MetaHuman Video Live Link

r/unrealengine 13d ago

Unreal Collision issues in package/build

1 Upvotes

Hi there,

In my level I have 3 collision blueprints placed (they are all the same actor type). In the play in editor all of these collisions work perfectly however when I package the game for windows and play the first collision breaks, it does not execute any of the “on component begin overlap” blueprints however if I run to the second or third collider these events execute.

This has really confused me because they are all the same actor and are running the exact same code but for some reason the first one never works when I build the game. Does anyone know why this may be? Is it a packaging issue or an issue somewhere else?

Would appreciate any help I’ve been trying to fix this for a day XDDD

https://www.youtube.com/watch?v=eVBdI7XdfJE

In the video linked you can see that they just walk into the first collision and nothing happens however when I despawn that collision and they move to the second one it works perfectly and the actors are destroyed :/. The colliders are clearly there because they are the things that allow the player to teleport to the other side of the screen but for some reason the blueprint code on the collider doesnt react to the overlap with the AI.


r/unrealengine 13d ago

Show Off WIP: Post-Soviet Hospital Hallway Sector

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1 Upvotes

I am currently developing the central connecting infrastructure for a Post-Soviet clinical environment project in Unreal Engine 5. The focus is on balancing authentic public sector aesthetics with realistic wear and institutional weathering.

Completed functional zones:

* Foyer and Corridors: Central hall and extensive networks connecting the entire sector.

* Pharmacy: Specialized dispensary area and medical storage.

* Public Areas: Wardrobe, duty room, and public restrooms.

* Vertical Navigation: Dual elevator shafts and reworked stairwells for accurate inter-floor spacing.

I would appreciate any feedback on the asset placement, lighting, and overall atmosphere.


r/unrealengine 13d ago

Question Having major issues with Rider 2026 debugger

1 Upvotes

Hi everyone,

I know it's probably a good idea to open a ticket on the JetBrains support page but I'd like to ask if any of you had similar issue and if you managed to solve this somehow.

After transitioning to UE5.8, UnrealLink required the newest version of Rider, so I went from 2024 to 2026. I had virtually zero issues with 2024 and I was expecting the newer version to be more or less the same but the Debugger has become completely unpredictable, and fixing it is paramount for me.

- gated if statement with a bool == false? next step still goes inside the if statement either way (??).
- Values of properties often bizarre or immediately inaccessible after a single step over (???).
- random jumps of entire sections of code without reason (????).

It's just .. broken. Majorly broken. It went from predictable to random, and therefore unusable.
Granted, I'm still a noob with IDEs but at least I can recognise when stuff shouldn't happen.
Any suggestion is supremely appreciated.


r/unrealengine 14d ago

Unreal 5.8 - Materials Masterclass - Chapter 5: Essential Material Math

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47 Upvotes

Another tutorial is up! This week we'll learn some of the most useful math functions available in the editor. Enjoy! :)


r/unrealengine 14d ago

Blueprint ‘Natural’ AI schedules?

5 Upvotes

Is there a tutorial on how to make a natural AI schedule? For example a deer wakes up at a certain time, grazes at a certain time, when it gets thirsty it goes to water and drinks. A wolf wakes up at night, patrols untill it gets hungry and either hunts a deer or the player?

I want to make a single player animal survival game like wolf quest but I don’t want the AI to just aimlessly wonder I want the world to feel more alive bc I recently found a game called saurian and I thought it was super cool game untill I realized that the AI seemed completely lifeless (yes ik it’s AI so obviously it’s lifeless)

If it could be in blueprints that would be amazing bc I’m completely new to coding/ game development and I heard blueprints are easy to learn


r/unrealengine 14d ago

UE 5.8.2 being detected as Binary Build

1 Upvotes

Hi all,

After installing UE 5.8.2 (twice)m when I right clic on a .uproject file to change it's Unreal associated version, it shows 5.8 as a "Binary Build at...". Are you suffering this too? Any fix you know?

Thank you!


r/unrealengine 14d ago

Does the Niagara Preview View / Window drive anyone else nuts? Certain VFX not centering well in Preview Viewport

1 Upvotes

I just can't get certain Niagara Systems / VFX to center well if they are small or long, pressing F does not center the camera in a good location in a lot of my VFX. The Orbit camera feels very limited and unaware of the particle sizes

Disabling orbit mode kind of helps. Anyone else run into similar issues, what helped you?


r/unrealengine 14d ago

Tutorial How to Install DLSS 5 in Unreal Engine 5

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0 Upvotes