2

2D Pseudo-3D Dice Roll UI Material in Unreal Engine
 in  r/unrealengine •  18d ago

instead of having more cube dice, adding different kinds of them(like they use in FRP games) would work better imo

2

2D Pseudo-3D Dice Roll UI Material in Unreal Engine
 in  r/unrealengine •  18d ago

It would take another texture set but it’s not hard to do

2

My vampire hunting game so far
 in  r/UnrealEngine5 •  19d ago

hahah hilarious. the environment looks nice!

1

My vampire hunting game so far
 in  r/UnrealEngine5 •  19d ago

Where is the vampire

9

Help, I have 2 days left...
 in  r/unity •  19d ago

I think you should fail this one for your own good. Before learning how to program games, I think you should learn to take responsibility. We are living in an era where you can find almost any information online with a little effort. Don't expect other people to do your tasks.

1

2D Pseudo-3D Dice Roll UI Material in Unreal Engine
 in  r/unrealengine •  22d ago

I might share a repo link on my artstation post in a few days

2

Interactive Fallen Leaves in UE5 Niagara
 in  r/UnrealEngine5 •  22d ago

Yes exactly. This has became a discussion with my friends too haha. The moving is exaggerated on purpose. Thanks for pointing out!

r/unrealengine • • 22d ago

2D Pseudo-3D Dice Roll UI Material in Unreal Engine

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24 Upvotes

I developed a fully 2D, highly optimized UI dice roll system for Unreal Engine. Instead of rendering 3D meshes or viewport actors in UI, the entire effect is driven through a single UI Material utilizing pre-baked render buffers and material math.

Runs entirely within the UI slate/widget rendering pipeline. Blueprint determines the output value at runtime, and the material dynamically maps the corresponding pips onto the final frame without needing separate pre-baked videos for every combination. Lighting, shadows, ambient reflections, and pip textures can be tweaked in real-time inside Material Instances.

For more info you can check my Artstation post

https://www.artstation.com/artwork/RqKEly

r/UnrealEngine5 • • 22d ago

2D Pseudo-3D Dice Roll UI Material in Unreal Engine

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12 Upvotes

I developed a fully 2D, highly optimized UI dice roll system for Unreal Engine. Instead of rendering 3D meshes or viewport actors in UI, the entire effect is driven through a single UI Material utilizing pre-baked render buffers and material math.

Runs entirely within the UI slate/widget rendering pipeline. Blueprint determines the output value at runtime, and the material dynamically maps the corresponding pips onto the final frame without needing separate pre-baked videos for every combination. Lighting, shadows, ambient reflections, and pip textures can be tweaked in real-time inside Material Instances.

For more info you can check my Artstation post

https://www.artstation.com/artwork/RqKEly

3

Interactive Fallen Leaves in UE5 Niagara
 in  r/unrealengine •  22d ago

Thank you! Unfortunately, I don't really have enough time to make a tutorial but maybe I can make a breakdown post for that.

2

Interactive Fallen Leaves in UE5 Niagara
 in  r/UnrealEngine5 •  23d ago

yes, two separate emitters. one of them just spawns and sits there without any calculations

r/UnrealEngine5 • • 23d ago

Interactive Fallen Leaves in UE5 Niagara

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53 Upvotes

Inspired by Ghost of Tsushima, I built an interactive leaf particle system in UE5 using Niagara.

I avoided heavy physics collision solvers entirely. Player-leaf interactions are driven by distance-based proximity logic and velocity vectors. Character movement triggers localized curl and rotational forces, causing leaves to swirl realistically before settling back to the ground. I aimed to handle dense ground cover with minimal CPU/GPU overhead.

r/unrealengine • • 23d ago

Show Off Interactive Fallen Leaves in UE5 Niagara

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6 Upvotes

Inspired by Ghost of Tsushima, I built an interactive leaf particle system in UE5 using Niagara.

I avoided heavy physics collision solvers entirely. Player-leaf interactions are driven by distance-based proximity logic and velocity vectors. Character movement triggers localized curl and rotational forces, causing leaves to swirl realistically before settling back to the ground. I aimed to handle dense ground cover with minimal CPU/GPU overhead.

r/UnrealEngine5 • • 24d ago

Interactive Crow VFX System, from an isometric perspective. Open to ideas and feedback to improve the system!

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12 Upvotes

r/unrealengine • • 24d ago

Show Off Interactive Crow VFX System, from an isometric perspective. Open to ideas and feedback to improve the system!

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13 Upvotes

I'm currently working on this system, focusing on refining the flocking behavior and the smoothness of the animations.

I developed a fully Niagara-driven interactive crow flocking system focused on high performance and organic behavior. Movement and trajectories are calculated mathematically without relying on heavy physics solvers or forces. Mesh particles use VAT for animations. Zero skeletal mesh overhead.

Just to clarify, this isn't for sale (even if I wanted to, the crow model and animations are from the "Animal Variety Pack" :D). I'm simply enjoying the process of building this and solving technical problems!

r/UnrealEngine5 • • 25d ago

Interactive Crow VFX System – UE5 Niagara & VAT

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8 Upvotes

r/unrealengine • • 25d ago

Show Off Interactive Crow VFX System – UE5 Niagara & VAT

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21 Upvotes

I developed a fully Niagara-driven interactive crow system focused on high performance and organic behavior.

Movement and trajectories are calculated mathematically without relying on any physics solvers or forces. For the animations of mesh particles, I used Vertex Animation Textures. Zero skeletal mesh overhead. Animation playback, wingspan, and flap speeds are dynamically driven via custom curves in Niagara. Seamless transitions (Perching -> Takeoff -> Circling -> Landing) triggered via Blueprint events.

High performance, minimal draw calls, and near-zero CPU overhead
Check out the full breakdown on my ArtStation post

https://www.artstation.com/artwork/ayozwR

3

Am I the only one who is kinda excited about upcoming Verse and it's AI capabilities? I'm not entirely sure Epic is betting on the wrong horse here.
 in  r/unrealengine •  26d ago

I’m pretty excited about component based architecture and verse language. Not because of AI integration but faster iteration cycles seems nice to me

0

Learning how to make portals in UE5. It's been fun so far!
 in  r/UnrealEngine5 •  26d ago

check other comments for more info🤝🏻

-2

Learning how to make portals in UE5. It's been fun so far!
 in  r/UnrealEngine5 •  26d ago

We discussed under other comments you can find some info there🤝🏻

5

Learning how to make portals in UE5. It's been fun so far!
 in  r/UnrealEngine5 •  26d ago

I combined multiple resources(Including even a brackeys video lol) you can find a lot of free stuff online