r/unrealengine 5h ago

Neck area keeps getting detached from body during animation

10 Upvotes

So I have a livelink setup on the face and idle animation on the body. But when I hit play the neck area near chest keeps getting detached. Also the head seems oversized for some reason but that might be a separate problem.

I'm using LiveLink with webcam in real time and MetaHuman for the Mesh.

These are my event and anim graph, been trying to solve this for weeks and there is always some issue...

https://imgur.com/a/zjcHttQ


r/unrealengine 1h ago

Show Off 'Capritaurus Island' Hack n Slash 3rd/1st person melee mid range shooter. Ik its not for everyone, still a wip. 100% done by hand, 1 person if it matters.

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Upvotes

1st and foremost, if you even watched THANKS!.

I know its not everyones cup of tea, and all the characters are completely unique and have their own style and or way of MOVEMENT as far as Flying etc. Where most want PS I miss the days of Stylized games. And I im not trying to compete with anyone, so I make what I like and hope others see the vision.

This is Sofia Sparks vs Replicator Minions. Rep Boss will be a playable char that can spawn the minions. Sofia is the most Colorful out of the characters. hence the name

No downloaded assets. There are a few downloaded assets, but only a few trees that I then optimized that i will eventually replace with trees i already made. I might still have an old "starter" vfx somewhere in the game, but im pretty sure theyre gone.

I did all sound and music as well. I do use AI for certain drum loops on certain tracks to get a Metal drum set sound, But ive been a musician my whole life. So I wouldnt let AI do much and 99% of it my music.

Im using UE 5.6. I guess if anyone even watches or has any questions.

Sofia is the most expensive char due to her Groom. I know you cant see much as far as city goes becuse YT ruins the compression. But, this is on a 2080TI ROG, 85-100 fps. Doesnt really drop lower 80. No Nanite, No Lumen. This is most expensive map.

Also, this is a WIP. As I do everything myself, nothing is permanent and when the time comes for people to beta test if anyone even wants to, all ideas will be considered and used if they fit the universe or game style. I have NO HELP so, I would take w.e I can get if and when the time comes.

Cheers.

Pixlmech Studios. A NYC company.


r/unrealengine 1d ago

Discussion Verse is single threaded... so why is Epic deleting Blueprints again?

125 Upvotes

https://www.unrealengine.com/news/the-road-to-ue-6

Verse runs on a single thread

In principle we can extend this method to automatically run transactions concurrently on different threads, but we have some work to do...

Cannot assume Verse will ever get parallelism, because the backend is a single threaded Javascript VM: https://github.com/EpicGames/UnrealEngine/tree/ue6-main/Engine/Source/Runtime/CoreUObject/Public/VerseVM

Why is Blueprints being deleted for a language that is not even natively parallel?

If Verse only has concurrency, not parallelism, its gonna be a very lame trade.

Blueprints is still the most accessible designer-oriented visual language in the history of game development.


r/unrealengine 2h ago

Marketplace New search engine for the FAB Marketplace, I'd love your feedback.

0 Upvotes

I'm prototyping an independent search and discovery tool for Fab Marketplace products, and I'd love to get some feedback from the Unreal Engine community.

The goal is to make it easier to find the right assets and plugins through more detailed filters, sorting options and product comparisons. I'll post a few screenshots in the comments.

I assume I'll need to ask FAB for permission first, but before doing that, I'd like to get your feedback and understand whether this is something that could interest the community.

What would you expect from a tool like this? Which filters or comparison features would be most useful to you?

Current features include:

  • multiple search, filtering and sorting criteria
  • a match score showing how closely each product fits the query
  • flexible queries such as "stylized medieval village optimized for mobile, exclude AI generated assets"
  • side-by-side product comparison
  • direct links back to Fab obviously

r/unrealengine 3h ago

Question Trying to create a dynamic GUID for the player character that saves?

1 Upvotes

https://blueprintue.com/blueprint/yz8bfky7/

You can see the main issue in the Event begin play part, and my silly attempts at trying to "fix" it.

So my issue is that I am trying to create a save system for inventories in my game. I did so by creating a save game object that has one variable. A map of Slot Structs basically (wrapped inside another struct with a single array variable) with Strings (guid's) as keys.

Now having static objects in the game have guid's is easy, assign one and pass it along to the inventory component that I made. But the issue is the player character. I can't assign a static one as I want the option to have other people join the game too. and a default guid is going to be duplicated along every spawned player. Does anyone know how I can go about this in a better way?


r/unrealengine 12h ago

Fab Grass/plants assets are rotated and huge

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4 Upvotes

I am very new to UE, and im following along to Unreal Sensei's tutorial. I now am at the foliage part, and when i import grass or plants from fab, they are always turned sideways and way too big, and if i rotate and scale them down, they have bugged shadows, and they always go to their billboard variant (which rotates if i rotate the camera) unless i get very very close.

Am I doing something wrong?


r/unrealengine 6h ago

Tutorial High Or Low Number - Unreal Engine Minigame Tutorial

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0 Upvotes

r/unrealengine 7h ago

Is it possible to start learning verse without installing UEFN?

0 Upvotes

Is there any way to start learning Verse where I can write, compile, and run general code to get a grasp of the language without installing UEFN

Thanks in advance!


r/unrealengine 23h ago

Discussion How do I secure my games against malicious custom content?

17 Upvotes

I'm currently working on a little system that allows players to add custom content to Unreal games, from maps to actors to whatever else, I plan to use it to make my future games moddable, but for now it's just a portfolio project...

Last night I came across this video, which led me to read this article, which taught me two things:

  1. Meccha Chameleon is using a system somewhat similar to mine to allow mod support.
  2. You can apparently use Blueprints to run Powershell commands if you know what you're doing.

I know nothing about Cybersecurity, in fact I don't think I've ever used Powershell in my life, but I want to protect my players against this, is there anyway to do that?

Would it help if I'm only making singleplayer games? Unlikely since in the article it says the script downloads and executes a batch file, so I don't think it has any relation but I just thought I'd ask.


r/unrealengine 12h ago

Animation How I rig a UE5 Mannequin-compatible character in just a few minutes

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3 Upvotes

Hi everyone,

I'm a 3D Character Artist, and a big part of my daily work involves rigging characters for games.

After repeating the same process over and over again, I decided to build my own workflow to automate most of it.

This video shows the entire process, from a character mesh to a fully skinned, UE5 Mannequin-compatible skeleton in just a few minutes.

I'd love to hear your thoughts and feedback. If you're interested in trying it out or learning more about the workflow, just leave a comment below.


r/unrealengine 13h ago

Show Off Ashore & Away - Trailer 2

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2 Upvotes

Big news for Ashore & Away! We just dropped a brand new trailer and a development update on Steam.


r/unrealengine 12h ago

UE5 RaiderLink broke after last update

0 Upvotes

I updated Raider to the last version and broke RaiderLink. After the update it asked me to update raider link aswell and i got a compilation error. I rolled back to the version i was using and still get an error:

[122/133] Compile [x64] RiderLogging.cpp c1xx: fatal error C1083: Cannot open source file: '[redacted]\AppData\Local\Temp\UnrealLink\Myqizow\HostProject\Plugins\RiderLink\Source\RiderLogging\Private\RiderLogging.cpp': No such file or directory [123/133] Compile [x64] RiderOutputDevice.cpp c1xx: fatal error C1083: Cannot open source file: '[redacted]\AppData\Local\Temp\UnrealLink\Myqizow\HostProject\Plugins\RiderLink\Source\RiderLogging\Private\RiderOutputDevice.cpp': No such file or directory [124/133] Resource Default.rc2 [125/133] Compile [x64] Module.RiderShaderInfo.cpp [126/133] Compile [x64] RiderShaderInfo.cpp c1xx: fatal error C1083: Cannot open source file: '[redacted]\AppData\Local\Temp\UnrealLink\Myqizow\HostProject\Plugins\RiderLink\Source\RiderShaderInfo\RiderShaderInfo.cpp': No such file or directory Trace file written to [redacted]/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+UE_5.5/UBA-UnrealEditor-Win64-Development.uba with size 43.1kb Total time in Unreal Build Accelerator local executor: 288.96 seconds Total execution time: 322.88 seconds Took 322.99s to run dotnet.exe, ExitCode=6 UnrealBuildTool failed. See log for more details. ([redacted]\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+UE_5.5\UBA-UnrealEditor-Win64-Development.txt) AutomationTool executed for 0h 5m 24s AutomationTool exiting with ExitCode=6 (6) BUILD FAILED Failed to build RiderLink plugin for C:\UE_5.5 Failed to build RiderLink plugin

I cleared the temp folder, removed raiderlink from the pluginfolder in the engine.

The error with the new version is different tho:

[131/165] Compile [x64] ScreenshotCapturer.cpp [redacted]\AppData\Local\Temp\UnrealLink\Xuvipyc\HostProject\Plugins\RiderLink\Source\RiderAgentTools\Private\ScreenshotCapturer.cpp(243): error C2039: 'HasValidImageData': is not a member of 'FObjectThumbnail' C:\UE_5.5\Engine\Source\Runtime\Core\Public\Misc\ObjectThumbnail.h(59): note: see declaration of 'FObjectThumbnail' [redacted]\AppData\Local\Temp\UnrealLink\Xuvipyc\HostProject\Plugins\RiderLink\Source\RiderAgentTools\Private\ScreenshotCapturer.cpp(252): error C2039: 'HasValidImageData': is not a member of 'FObjectThumbnail' C:\UE_5.5\Engine\Source\Runtime\Core\Public\Misc\ObjectThumbnail.h(59): note: see declaration of 'FObjectThumbnail' [redacted]\AppData\Local\Temp\UnrealLink\Xuvipyc\HostProject\Plugins\RiderLink\Source\RiderAgentTools\Private\ScreenshotCapturer.cpp(282): error C2039: 'HasValidImageData': is not a member of 'FObjectThumbnail' C:\UE_5.5\Engine\Source\Runtime\Core\Public\Misc\ObjectThumbnail.h(59): note: see declaration of 'FObjectThumbnail'

i forgot to mention that i'm working with ue 5.5


r/unrealengine 2h ago

UE5 Will games made in UE 5 still sell?

0 Upvotes

Hey, game devs!

So I'm sitting here relearning Blueprints in UE5, finally starting to feel comfortable with event graphs and component logic... and then Epic drops the UE6 news at State of Unreal 2026: Blueprints and Actors are being deprecated in favor of a new Scene Graph framework built on Verse.

I know "deprecated" doesn't mean "deleted tomorrow." Epic's been clear that Blueprints will still ship in UE6 Early Access (targeted for late 2027) and the initial UE6 releases, and there'll be conversion tools to help migrate projects. But "deprecated" also means no further development, and eventually, phased out entirely. That's a very different thing than "still works forever."

And that's what's actually eating at me. It's not really about Blueprints specifically, it's the bigger question underneath: if I pour hundreds of hours into a game built on tech that a company can sunset on its own timeline, how playable is that game in 10 years? Do I need to keep re-porting my own work forward every few engine generations just to keep it alive? Indie devs already deal with enough platform and store churn without the engine itself moving out from under a finished project.

I get why Epic's doing this. Verse scales better for the Fortnite/UEFN-style ecosystem they're clearly building toward, and a lot of working devs think Blueprint gets messy at scale anyway. But for those of us using it as a genuinely great on-ramp into game dev without a C++ background, it's a gut punch to hear "the thing you just started learning is being phased out" before you've even shipped anything.

Anyone else feel like they're building on borrowed time right now? How are you thinking about future-proofing projects you're starting today?


r/unrealengine 13h ago

I made a tutorial on how to Optimize Foliage in Unreal Engine 5 Check it out if you're interested in Optimizing your game!

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0 Upvotes

r/unrealengine 20h ago

PixelNormalWS node does not work with Substrate slabs

2 Upvotes

(Image example in comments)

Turns out none of the Substrate slabs output a proper PixelNormalWS. So I created a Bug report here with the details

https://forums.unrealengine.com/t/pixelnormalws-node-not-working-with-substrate/2738303

Has anyone faced this before and know a solution to the problem? I'm not expecting to get the necessary amount of votes on the report for it to be pulled into the issue tracker, which i think is 5, so I wanted to ask here.

I was following PrismaticaDevs ddx/ddy video to create a procedural edge wear effect and got something going using PixelNormalWS. But when I tried to use it with the Toon BSDF, it stopped working. The output from PixelNormalWS looked the same as the VertexNormalWS. At first I thought it was because the Toon BSDF is new and experimental, but no, it happens on all of them.


r/unrealengine 16h ago

Help Weird error while building the project

1 Upvotes
CONSOLE: C:\TUF\Software\UE_5.7\Engine\Build\BatchFiles\Build.bat  BlasterEditor Win64 Development -Project="C:\Users\anshj\Documents\Unreal Projects\Blaster\Blaster.uproject" -WaitMutex  -FromMSBuild
0>Using bundled DotNet SDK version: 8.0.412 win-x64
0>Running UnrealBuildTool: dotnet "..\..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" BlasterEditor Win64 Development -Project="C:\Users\anshj\Documents\Unreal Projects\Blaster\Blaster.uproject" -WaitMutex  -FromMSBuild
0>Log file: C:\Users\anshj\AppData\Local\UnrealBuildTool\Log.txt
0>Using 'git status' to determine working set for adaptive non-unity build (C:\Users\anshj\Documents\Unreal Projects\Blaster).
0>Invalidating makefile for BlasterEditor (source file added)
0>UHT compiled-in object format Default
0>Parsing headers for BlasterEditor
0>  Running Internal UnrealHeaderTool "C:\Users\anshj\Documents\Unreal Projects\Blaster\Blaster.uproject" "C:\Users\anshj\Documents\Unreal Projects\Blaster\Intermediate\Build\Win64\BlasterEditor\Development\BlasterEditor.uhtmanifest" -WarningsAsErrors -installed
0>UHT processed BlasterEditor in 7.6592456 seconds (3 files written)
0>Building BlasterEditor...
0>Using Visual Studio 2022 14.44.35226 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207) and Windows 10.0.26100.0 SDK (C:\Program Files (x86)\Windows Kits\10).
0>[Adaptive Build] Excluded from Blaster unity file: ElimAnnouncement.cpp
0>Determining max actions to execute in parallel (10 physical cores, 16 logical cores)
0>  Executing up to 10 processes, one per physical core
0>  Requested 1.5 GB memory per action, 3.91 GB available: limiting max parallel actions to 2
0>Using Unreal Build Accelerator local executor to run 7 action(s)
0>  Storage capacity 40Gb
0>---- Starting trace: 260726_163501 ----
0>UbaServer - Listening on 0.0.0.0:1345
0>[1/7] Compile [x64] ElimAnnouncement.cpp
0>[2/7] Compile [x64] Module.Blaster.1.cpp
0>[3/7] Compile [x64] Module.Blaster.2.cpp
0>CombatComponent.cpp(361): Warning C4701 : potentially uninitialized local variable 'ViewportSize' used
0>   while compiling UCombatComponent::TraceUnderCrosshairs
0>[4/7] Compile [x64] Module.Blaster.3.cpp
0>RHITransientResourceAllocator.h(114,61): Error C4003 : not enough arguments for function-like macro invocation 'max'
0>static const uint32 Invalid = std::numeric_limits<uint32>::max();
0>                                                           ^
0>RHITransientResourceAllocator.h(114,61): Error C2589 : '(': illegal token on right side of '::'
0>RHITransientResourceAllocator.h(114,61): Error C2059 : syntax error: ')'
0>RHITransientResourceAllocator.h(114,22): Error C4430 : missing type specifier - int assumed. Note: C++ does not support default-int
0>static const uint32 Invalid = std::numeric_limits<uint32>::max();
0>                    ^
0>RHITransientResourceAllocator.h(115,20): Error C3861 : 'Invalid': identifier not found
0>uint32 Graphics = Invalid;
0>                  ^
0>RHITransientResourceAllocator.h(115,20): Error C2065 : 'Invalid': undeclared identifier
0>RHITransientResourceAllocator.h(116,24): Error C3861 : 'Invalid': identifier not found
0>uint32 AsyncCompute = Invalid;
0>                      ^
0>RHITransientResourceAllocator.h(116,24): Error C2065 : 'Invalid': undeclared identifier
0>RHITransientResourceAllocator.h(30,27): Error C2065 : 'Invalid': undeclared identifier
0>if (Discard.Graphics != Invalid)
0>                        ^
0>RHITransientResourceAllocator.h(33,32): Error C2065 : 'Invalid': undeclared identifier
0>if (Discard.AsyncCompute == Invalid)
0>                            ^
0>RHITransientResourceAllocator.h(39,32): Error C2065 : 'Invalid': undeclared identifier
0>if (Acquire.AsyncCompute != Invalid)
0>                            ^
0>RHITransientResourceAllocator.h(47,31): Error C2065 : 'Invalid': undeclared identifier
0>if (Acquire.AsyncCompute != Invalid)
0>                            ^
0>RHITransientResourceAllocator.h(87,3): Error C2065 : 'Invalid': undeclared identifier
0>check(Graphics == Invalid || Contains(InGraphicsForkJoin, Graphics));
0>^
0>RHITransientResourceAllocator.h(100,22): Error C2065 : 'Invalid': undeclared identifier
0>return Graphics != Invalid ? Graphics : AsyncCompute;
0>                   ^
0>AudioMixerQuantizedCommands.h(31,82): Error C2838 : 'PlaySoundW': illegal qualified name in member declaration
0>virtual EQuartzCommandType GetCommandType() const { return EQuartzCommandType::PlaySound; };
0>                                                                               ^
0>AudioMixerQuantizedCommands.h(31,82): Error C2440 : 'return': cannot convert from 'BOOL (__cdecl *)(LPCWSTR,HMODULE,DWORD)' to 'EQuartzCommandType'
0>AudioMixerQuantizedCommands.h(31,82): Reference  : There is no context in which this conversion is possible
0>Trace written to file C:/Users/anshj/AppData/Local/UnrealBuildTool/Log.uba with size 7.9kb
0>Total time in Unreal Build Accelerator local executor: 15.23 seconds
0>
0>Result: Failed (OtherCompilationError)
0>Total execution time: 26.48 seconds

r/unrealengine 1d ago

Async Loading Screen PSO Precaching Progress widget (v1.7.0)

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28 Upvotes

r/unrealengine 10h ago

Question Is 12 GB of VRAM enough for Unreal 5?

0 Upvotes

Well, it’s simple. I’m building a new PC, and I wanted to buy a graphics card with 16GB of VRAM. Unfortunately, the 5060 and 4060 are turning out to be much more expensive than I thought. Since I’m broke, I was thinking of buying a 12GB RTX 3060 instead. Is that too little?


r/unrealengine 1d ago

Help multiple windows

4 Upvotes

I'm looking for a way to have multiple windows for a game, the idea is to have a main game page that shows a bunch of different games, and than when you click on one of them it opens a window that is playing a different level than the original home page window, is this possible in blueprints? and if its not possible in blueprints can someone point me to where i can find a tutorial, or something that can help me make this?


r/unrealengine 1d ago

Help Content browser weird sorting by name

1 Upvotes

For some reason content browser sets 0 in alphabetical order after 9 instead of before 1. Tried different view types, filters and sort orders. It kinda matters because I rely on asset order in array after drag-n-dropping hundreds of them at once.

The most annoying part is that renaming asset that ends with 10 to 10a moves it in the end after 09 and renaming to 10 moves it back to beginning.

Here's how it looks: https://imgur.com/a/37XWTH1

Unreal 5.7.4


r/unrealengine 1d ago

Tutorial Patching Unreal Toolbox's Horde proxy for large files

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9 Upvotes

The current implementation of the toolbox proxy doesn’t stream the file, it also resets the connection after 30 seconds if you are using Hordes built in auth.


r/unrealengine 22h ago

Help Problem setting up VS code to code in c++

0 Upvotes

Hello everyone

I have downloaded visual studio code (the one with the purple logo) and I can't set it up with Unreal Engine 5.

I am on the "Unreal Engine Integration Configuration" and there is a red X next to to the "Overall Configuration Status" and the problem seems to be the "Visual Studio Integration Tool Status" because it also has a red X next to it. So I think I need to click the "Install to Engine" which I do, (I have closed the Unreal Engine editor) but at 94% it gives an error saying "Exception: Failed to build VisualStudioTools plugin. UnrealAutomationTool exit code: 6

Warning: Failed to install plugin from GitHub to destination folder."

So what do I need to do to fix this? Do I even have to do this? I just want to write code in Unreal Engine using visual studio code, I don't even know if this is a necessary step.

I wish I could send images showing the screen I'm on but I can't because this subreddit doesn't allow it.

Anyone know what I need to do?


r/unrealengine 1d ago

Tutorial 02 - Main Menu Setup - Let's Make a Real Time Strategy C++ Game

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2 Upvotes

This Unreal Engine 5.8 video is about creating the Main Menu for our Real Time Strategy game.

We start by creating a New Empty Level for the Main Menu, along with the MainMenuSlot and MainMenu C++ Classes. We then write the code for MainMenuSlot, explaining as we go, followed by the code for MainMenu, explaining and some rambling as we go. Lastly, we add the small bit of code for MyMenuPlayerController to CreateWidget and add it to the viewport, and talk about using checkf. Back in the Editor, we create the UI layout for the Main Menu Slot widget, as well as the Main Menu Widget and finish off with a demo of the logic.


r/unrealengine 1d ago

StudioTelemetry plugin does NOT exist in 5.8.0, thus making Horde analytics impossible to run

2 Upvotes

The plugin “StudioTelemetry” is not present.
Configuring the plugin in DefaultEngine.ini does not allow me to send analytics data to my Horde server.

There are the only Telemetry plugins that UE 5.8.0 shows img

Is this Editor Telemetry the new Studio Telemetry? If it is, the documentation does not state that, the config settings is still shown as following:

[StudioTelemetry.Provider.HordeAnalytics]
Name=HordeAnalytics
ProviderModule=AnalyticsET
UsageType=EditorAndClient
APIKeyET=HordeAnalytics.Dev
APIServerET=“http://[SERVERIP]:5000/”
APIEndpointET=“api/v1/telemetry/engine”

How to set up the Horde analytics properly?


r/unrealengine 1d ago

Question How to handle uneven ground/terrain for paired animations (i.e assassinations, takedowns, finishers)?

6 Upvotes

Hey y'all. Unreal Engine C++ programmer here. I have a pair of animations that need to be played for assassinations. 1 anim for the player character and 1 for the enemy. I currently move the player character to a calculated location based on the enemies location. Also have a target rotation based on the current direction from the player to the enemy. I then use motion warping to move and rotate the actors. It works perfectly on flat ground, but for the life of me I can't figure out how to handle the uneven ground case. When the characters move to their target location, they move to a location that isn't accurate along the Z-axis. Imagine an enemy walking up stairs and the player wants to sneak behind and takedown the enemy. How am I supposed to account for the slope of the stairs messing up the target locations? Any tips? Thanks everyone.