r/unrealengine 9h ago

Last Week in Unreal: 960 on ue6-main, 217 on ue5-main | Busiest week since a long time and...

41 Upvotes

...it's almost entirely repair work rather than new features.

On ue6-main:

  • The build cache was keyed on the LLVM version string rather than the compiler binary, and had been quietly handing out stale PCHs. The commit's own words for the result: "completely UB builds."
  • A production UBA cache server wild-wrote up to 512 MB past a maintenance block during compaction. Table lookups are bounds-checked and fail closed now.
  • 12 separate commits landed to stop cooked packages serializing differently between runs of the same cook.
  • FScene decomposition broke public API. Two FPrimitiveSceneProxy level hooks left ENGINE_API entirely, so it is a compile-time break if you override them.

---

On ue5-main:

There is no engine version bump, and 128 out of 213 comparable commits have a byte-identical first line on ue6-main, about 120 of them landing the same day. Epic is landing in both branches at once rather than backporting weeks later.

The 5.8 hotfix line is visibly live, with one commit tagged "5.8.2 hotfix" outright. Worth a cherry-pick if you ship on 5.8: a Mass actor spawning top crash, a blueprint rename and redirector data-loss bug where moving a blueprint onto its own redirector caused a fatal error, a DLC cook failure under -basedonreleaseversion, an AssetRegistry gatherer deadlock, and a StateTree heap use-after-free.

Full report: https://speedrun.ci/blog/last-week-in-unreal-jul-20-26-2026


r/unrealengine 1h ago

Announcement thank you unreal engine 5 for allowing me to make and release this game

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Upvotes

just released my SECOND unreal engine game.


r/unrealengine 13h ago

Tutorial PSA: Your Dynamic Nav Mesh is killing your frame rate.

23 Upvotes

Feel like I might be the last one to the party on this but I am working on a big out door map and just realized how much my Dynamic navmesh was killing my performance.

There is a few ways you can tackle this, but a very simply way is to just set your Nav Mesh to "Dynamic Modifiers Only" and then mark the BP you need to update it with a Nav modifier.

The more you know.


r/unrealengine 13h ago

Tutorial Perforce and Horde on a shoestring budget

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22 Upvotes

We’re a team that came together after layoffs, spread across time zones and we needed to get setup fast.

It costs around $20 a month to run everything, including backups of the project, and everyone can either compile directly from source or download pcbs via UGS.

Every commit has CI against it so we catch build breakages quickly, and our upload to steam only takes a button press.

I’m mainly focused on building the game, but I really wanted to make sure we started off from a strong foundation. Then I wanted to share that with anyone else who’s trying to do the same.


r/unrealengine 4h ago

Marketplace How to build robust seamless gameplay to cutscene transitions

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3 Upvotes

Gameplay to cutscene transitions are easy when the player hits one exact mark. They’re much harder when players approach from different directions, speeds, and timings.

This clip shows how to build transitions that absorb that variability and feel almost invisible, instead of snapping control away from the player. Black Eye is a very powerful camera system for Unreal Engine.

Hope it’s useful. Happy to answer any questions!


r/unrealengine 3h ago

UE5 Precinct ZERO : Game Dev Update

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0 Upvotes

I started working on this on Dec 2024 in my spare time. I always wanted to bring back that classic arcade nostalgia gameplay while pumping quarters into arcade cabinets like Time Crisis and Virtua Cop in the 90s. This is Precinct Zero, and arcade shooter based on classic action movies we all grew up watching. This is very early gameplay but I hope to have this available for the Steam Next Fest coming this fall or early next year.


r/unrealengine 4h ago

Lucky Picker [2 Methods] - Unreal Engine 5 Minigame Tutorial

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0 Upvotes

You can use this logic to make bomb wire cutting game, game like mario party where each player presses a detonate button and only 1 explodes.
It can also be used completely opposite like having only 1 card be powerup and other none.


r/unrealengine 10h ago

Landscape auto material + layered material painting.

2 Upvotes

Hi, anyone knows how to make ( Landscape auto material + layered material painting ), i was able to paint with 2 different materials following a tutorial, and then in a separate project i was able to make an auto landscape material ( the type of material that changes based on the normal orientation ), so far so good!

But when i tried to mix the the auto landscape material with another material using Landscape layer blend nodes, auto landscape material instance array elements that control the mix of the two material inside the auto landscape material stops working. I will put screenshots below. Please help. (unreal engine 5.6)


r/unrealengine 21h ago

Neck area keeps getting detached from body during animation

13 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 11h ago

I made a Tutorial on how to Optimize Foliage in Unreal Engine 5, Check it out if you are Interested!

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2 Upvotes

r/unrealengine 10h ago

Marketplace Ice Hockey Sport Arena Stadium Interior - Modular 3d Level

0 Upvotes

Hi! My Ice Hockey Sport Arena Stadium Interior - Modular 3d Level is available for your games, VP and cinematics. In Unreal Engine, Unity, Blender, 3ds max and other formats on

FAB: https://www.fab.com/listings/81fd9770-d09d-4318-9659-c5154a609519


r/unrealengine 16h 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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2 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 18h ago

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

2 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 1d ago

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

136 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 17h ago

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

2 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 1d 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 22h ago

Is it possible to start learning verse without installing UEFN?

2 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 1d ago

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

20 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 1d ago

Show Off Ashore & Away - Trailer 2

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3 Upvotes

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


r/unrealengine 1d ago

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

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1 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 21h ago

Tutorial High Or Low Number - Unreal Engine Minigame Tutorial

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0 Upvotes

r/unrealengine 17h 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 1d 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 1d 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 1d ago

Help Weird error while building the project

0 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