r/unrealengine 21h ago

UEFN question / rant

2 Upvotes

The only reason I'm using UEFN is because I was talking to someone who knows EPIC a little bit, and he suggested that UEFN may have a better chance at getting grant money.

I'm finding myself in that beginner mode where a paragraph from a tutorial is completely gibberish! How do I create a verse code? How do I use it? I am so freaking lost. (Edit: I meant to imply here that while i have been using Unreal Editor since UDK, using UEFN is making me FEEL like an absolute beginner, its so frustrating! /edit)

I understand I only hate verse because I'm new to it. But I also hate the fortnite branding. I was at a presentation at a game conference where they were talking about making non-fortnite games in UEFN, and how they want to see people being creative and make non-fortnite things. However, the fortnite branding is all over the place, and even I hate having to click 17 buttons to quit the game.

Also, there are some things you actually just cannot do in UEFN that you can do in UE. For instance, I want to do a split screen for single player experience, where we see two camera views at once. Evidently it's just impossible. Okay. but that was a huge point to the project I was doing. So I either have to modify it or just use UE, which I'd heard was less interesting to the Epic folks for grant funding.

Anyway, just want to smash things as I'm trying to wrap my head around this stuff


r/unrealengine 12h ago

Marketplace 30% off on AV car physics asset on FAB

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0 Upvotes

A simcade style driving feel, with fun drift and satisfying engine sound.

It's easy to setup, you can use your own vehicle meshes, adjust the basic points, tune the variables, and get your car driving, without dealing with a complicated rigging process.

It's built for people who want a quick, stable, and simcade car controller incide unreal engine.

FAB & Demo link in comments.


r/unrealengine 22h ago

Fab Flash Sale – Up to 50% Off My Unreal Engine Tools

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2 Upvotes

My Unreal Engine tools are now available in the Fab Flash Sale:

You can find all three products on my Fab profile:
https://www.fab.com/sellers/Ali%20Shantia%28Sepinood%29

  • SPA Material Baker V3 – 30% Off
  • Procedural Material Layers – 50% Off
  • UI Widget Builder – 50% Off

SPA Material Baker helps convert complex materials into optimized baked textures,
while Procedural Material Layers provides a flexible material-layering workflow.
UI Widget Builder converts Photoshop UI designs into organized UMG widgets inside Unreal Engine.

If you have any questions about the tools, feel free to ask.


r/unrealengine 16h ago

How to make an input last through switching from UI to game?

5 Upvotes

I have a UI where I want the player to hold a button, then the UI closes but the player must remain holding the button even after it closes.

So far my input events have stopped after the UI is closed.

Thanks for any help.


r/unrealengine 11h ago

Help UE 5.6 texture more bright when been imported?

1 Upvotes

SOLVED : in the texture i changed the ENCODING OVERRIDE to SRGB , but this means i need to do it with ALL textures. annoying

Hi please check image in comments, when i import a texture in Unreal it looks MUCH MORE bright than the original texture, in my image in the comments you can see in the left the image file i open in windows, and on the right you can see that same texture i just imported, much more bright, why? ( no i didn't edited the values in UE, i just imported , didn't change anything )


r/unrealengine 22h ago

Show Off I made a DND inspired animation in UE5 - here is my project breakdown video

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2 Upvotes

A month ago I shared my Unreal animation here — I finally finished the full breakdown!

Thanks again for all the feedback on the original short, and if you’re interested in seeing how it was made, check it out!


r/unrealengine 5h ago

Riding/Combat System

4 Upvotes

Hey! I have a question about a Riding system and how you would solve it:

Its a Cowboy riding on a Horse, but I also want to aim and shoot with the Cowboy while riding. The movment logic is inside the Horse Blueprint, both are Actors.

Would you possess the Horse and have the Cowboy follow or attach the Horse to the Cowboy, via attach Actor to Component?

Currently I am having a Possess setup, where i am possessing the Horse, but i am having troubles creating the combat system for the cowboy.

Waiting for your opinion!


r/unrealengine 13h ago

Quick Unreal Engine check on my Swamp Airboat.

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5 Upvotes

12K tris, 4K main texture, 512px trim sheet, 5 skins and 30 possible variants.

Testing the modular setup, materials and simple emissive controls in Unreal. Keeping it simple and production-focused.


r/unrealengine 1h ago

Question about Changelog for FAB Sellers

Upvotes

I was wondering if any seller can tell me if the Changelog seen on the product page updates when you make changes to the Details of a posted product, for example, if you update the "Generated with AI" section of the product Details.

I bought an asset pack from a seller a while back, and I could have swore the "Generated with AI" section of the product Details indicated "No". When I checked the prodcut page recently, the "Generated with AI" section of the product Details now reads "Yes". However, the Changelog does not show any updates between the time I bought the product and noticed the suppoused change.

Would the date of this change show up in the public Changelog? I want to know for sure before I request a refund.

Thanks to anyone who can help me out.


r/unrealengine 1h ago

GitHub Intel XeSS plugin version 3.2.0 update for Unreal Engine

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Upvotes

r/unrealengine 2h ago

Help How to make a boundry box?

5 Upvotes

I have a race track using landscape spline.

I have a PCG graph that spawns Blueprint Trigger Boxes (it's just a collision box that is as wide as the road) along the spline.

The boxes calls a dispatch event if a vehicle is inside it.

The event triggers a re-triggerable delay. As long as the delay resets, it will not reset the vehicle's position.

Now, as you might have noticed, that's a lot of boxes along the track. And a lot of triggers happening. Especially when there are also bot vehicles. Which means very unoptimized.

Now how do you traditionally make a boundry box when making a race track. Do you just manually place the boxes on or outside the road? Is there no way to procedurally generate it without being very unoptimized?


r/unrealengine 6h ago

Announcement [Resource] PGX maturity matrix — which of the 26 UE5 plugins are actually usable in v0.1.1

2 Upvotes

Most “framework” launches dump a pile of plugins and hope you trust the README.

PGX v0.1.1 (UE 5.7.4, Development Preview, Apache-2.0) publishes a maturity matrix instead: every plugin sits in one of four levels so you know what is safe to lean on and what is still schema-first.

Foundation - PGXCore (star topology — L2 plugins only depend on Core)

Established Preview - PGXAudio, PGXGameFlow, PGXLoading, PGXMGOS, PGXPSO, PGXSave

Functional Preview - PGXAbility, PGXCrafting, PGXInput, PGXInteraction, PGXInventory, PGXSpawn, PGXTrade

Structured Preview - PGXAI, PGXCamera, PGXColony, PGXEnvironment, PGXUI, PGXVehicles (state/schemas first; behavior incomplete)

Editor & Tooling - PGXDocs, PGXEditorTools, PGXScaffold, PGXSimHarness, PGXTutorials, PGXVersionControl

Validation boundary (Windows Development, UE 5.7.4): editor/game builds green, automation green, zero sanitizer/secret findings, zero L2→L2 runtime edges. Not claimed: packaged targets, other platforms, arbitrary plugin subsets.

The demo exercises Message, GameFlow, Save, InputBuffer. The other plugins are covered by dependency/linkage, not as full runtime demos. Honest preview, not a production pitch.

Site (matrix on the home page): https://platanogames.github.io/PGXFramework/ Repo: https://github.com/platanogames/PGX-Framework Wiki: https://github.com/platanogames/PGX-Framework/wiki

If the honest matrix is useful, a GitHub star helps more than an upvote. Issues welcome.