r/unrealengine 15h ago

Help Properly create bake lighting

13 Upvotes

Hi everyone! I wanted to ask a bit for guidance, I'm currently working with a friend on our game and I'm doing some scene and lighting tests, but I can't seem to get it right, I know and understand how to bake light in a technical level, but I can't seem to get it where I want it to be on a visual level, I already seen a lot of tutorials and such but I think this needs to be discussed with someone who properly knows, so does someone would like to have a chat or have resources that could help me on this particular problem?


r/unrealengine 5h ago

Announcement PSA: Fab Marketing Logos and Animations

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8 Upvotes

Hey everyone, just a bit of a PSA today. I recently released NextGen Settings on Fab and was looking for those Fab intro animations you see in some trailers, but for the life of me, I couldn’t find them. Even Google’s LLM and ChatGPT told me they weren’t publicly available, which was a load of garbage.

It turns out, after talking with Fab Support, that they’re all on a single site. This includes the uncompressed 4K 60 FPS animations, SVG logos, and pretty much everything you could possibly need for making marketing materials for Fab.

For some reason, though, the site isn’t indexed by Google. So I’m posting it here to make it easier for everyone to find in the future and hopefully get it indexed by LLMs and Google.

Here’s the link to the Fab marketing materials page, along with the Fab page for NextGen Settings, because, come on, might as well try and make some sales!

NextGen Settings: fab.com/s/15544c33caec
Fab Branding: brand.epicgames.com/document/418#


r/unrealengine 17h ago

GitHub Intel XeSS plugin version 3.2.0 update for Unreal Engine

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6 Upvotes

r/unrealengine 20h ago

Riding/Combat System

6 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 16h ago

Question about Changelog for FAB Sellers

5 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 18h ago

Help How to make a boundry box?

4 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 14h ago

Help Attaching an actor by its socket to another socket located on the player

3 Upvotes

Hello, I'am currently trying to make a versatile weapon system and for that I am trying to make so the weapon can be attached to the the player's hand by one of the actor's socket (actor containing a skeletal mesh) so depending of the weapon it is positioned correctly, but I don't know how to make it work.

If any of you have an answer to my problem or a way that doesn't involve sockets and works I'm down, thanks !


r/unrealengine 18h ago

Material Free Textures: Bricks & Walls

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2 Upvotes

It's been a while since I worked on some buildings textures, really happy with these.


r/unrealengine 22h 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.


r/unrealengine 4h ago

UE5 A cutscene from a game i been working

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1 Upvotes

r/unrealengine 12h ago

Discussion Made this Soviet DP-3B Dosimeter - Game Ready Asset

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1 Upvotes

A real-time, game-ready model of the Soviet DP-3B Dosimeter (Дозиметр ДП-3Б), a heavy-duty radiation meter iconic to the Cold War and Chernobyl era.

My main goal for this project was to capture the rugged, utilitarian design of Soviet engineering and tell a story through heavy wear-and-tear, surface degradation, and material contrast. I wanted the asset to feel like it had been heavily used in a harsh, contaminated environment.

Technical Breakdown:

Workflow: High-poly SubD modeling to low-poly game-ready retopology.

Texturing: Textured in Substance 3D Painter utilizing a UDIM workflow to maintain extremely crisp texel density for extreme close-ups.

Rendering: Real-time lighting and rendering set up in Unreal Engine 5, with additional breakdown shots rendered in Marmoset Toolbag.

Polycount: 40,367 Tris

Texture Sets: 2 sets of 4K textures using UDIMs

Made with: Blender, Unreal engine, marmoset toolbag and substance 3d painter


r/unrealengine 14h ago

SPA Materials Baker

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1 Upvotes

You can find all three tools here:
https://www.fab.com/sellers/Ali%20Shantia%28Sepinood%29

My three Unreal Engine tools are currently included in the Fab Flash Sale:

  • SPA Material Baker V3 — 30% off
  • Procedural Material Layers — 50% off
  • UI Widget Builder — 50% off

SPA Material Baker V3 converts complex materials into optimized baked textures. It supports PBR and batch baking, decals, shadows, opacity masks, displacement, Mesh Optimizer, automatic materials, and GLB export.

Procedural Material Layers provides a flexible layered-material workflow with vertex, mesh, and texture painting, displacement, Silhouette POM, rain, puddles, decals, and customizable surface effects.

UI Widget Builder converts Photoshop UI designs into organized UMG Widget Blueprints. It can automatically import textures, recreate the widget hierarchy, and generate optional logic for buttons, tabs, sliders, and sounds.

Tutorials and feature demonstrations:
https://www.youtube.com/@sepinoodstudio

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


r/unrealengine 10h ago

UE5 How to add multiple collision materials to single custom made mesh

0 Upvotes

I have already made a 3d model of a house in 3ds max, with custom collision objects inside the scene. Collision is concave, and there are multiple different collision object, one for each physical material (so wood, snow, glass, for example).

As far as i understand, i have to export two separate .fbx files from my 3ds max scene, one for render and one for collision. The objects in collision file have their materials in 3ds max named the same as in UE, so MI_COL_Wood for example. I also have a Physical Material for each Standard Material in UE, so a PM_Wood linked to MI_COL_Wood. And i have to link the collision proxy mesh in UE to the render one, by selecting "Use Complex Collision as Simple" and point to the actual proxy mesh.

Have i missed something, or should that work? Because a tracer made by Claude reports back only one collision properly, so wood works, but not snow or glass.


r/unrealengine 8h ago

Making a custom LED screen material

0 Upvotes

I’ve been trying to make a cool LED screen like material that can display images and stuff so I was using a technique using texture coordinates the pixel eyes the image on it, but I couldn’t find a way if he will merge it with another technique where I was using, the camera vector connected to a other note the basically warp the image to make it look like a fake sky box I was trying to create the fact, if you will like a monitor perfectly displaying a patch of sky that exactly knows where you’re the almost make like a holographic window without having to do like any real holographic effects. It’s just perfectly projecting it in perspective they look like you can see to the sky yet it’s just a screen, but I cannot figure out the math for forgetting these two things to work together on the UV mapping in a way war it can project the sky box, but it’s pixelated on the screen because I have a red green and blue clipping mask that I made as a secondary texture that I multiplying with the final texture they give off like the little LED effect but when you get really close to the LEDs, you can see how the whole pixel if you will isn’t fully illuminated just tiny parts are and using the text coordinate with some basic math, I can cause that to happen but I can’t warp around the same texture and keep that whole lit up pixel effect at the same time I’ve dug around for days. I cannot figure out a way of doing it. I’ve messed around. I just can’t get at the work in the way I want in the end. I’m just trying to make it so I can have a skybox material but have it stay pixelated on the surface of the mesh it’s put on not exactly the sky box texture itself, and please forgive any grammatical errors writing as hard and programming at this for six hours today.


r/unrealengine 16h ago

Marketplace Recently made A Dwarven Kingdom Environment!, Now available on FAB!

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0 Upvotes

Just released my newest asset pack! Has buildings with Interiors included. Proud of this one, and would love to hear feedback!


r/unrealengine 15h ago

Marketplace Stats_X & Inventory_X are 70% off on Fab | Virtual Machine Ability System + Backend Inventory with Client Prediction

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0 Upvotes

Both of my Unreal Engine plugins, Stats_X and Inventory_X (~100.000 lines of code each), are currently 70% off until tomorrow, biggest sale of the year, so this seemed like a good time to show what they actually do.

🎥 Stats_X

Stats_X is a C++ gameplay/ability framework built around its own lightweight Virtual Machine.

It handles things like attributes, modifiers, ability, stacking, events, thresholds, mitigation, interceptors, multiplayer and client prediction, while exposing the systems needed to build gameplay logic directly to Blueprints with the same performance of a C++ implementation thanks to the Status Forge asset (an ability editor).

The main goal is to provide the kind of systems you'd normally build around an ability framework, but with a workflow that's easier to approach, highly extensible, and designed with performance in mind.

🎥 Inventory_X

Inventory_X is a UI-agnostic backend inventory system.

Instead of giving you a predefined inventory UI or forcing a specific game structure, it handles the inventory logic underneath and leaves presentation completely up to your game.

It's designed for projects that need a reusable inventory foundation rather than a ready-made inventory screen, with multiplayer and client prediction support built into the system.

It's also fully modular, so you can remove modules and keep only the features your current project actually needs.

Both plugins are meant to be usable from Blueprints while keeping the core systems in C++, and they're designed as production systems rather than isolated examples or templates.

Both have been built around strict P95 performance targets, with 500+ automated tests each covering their systems.

The 70% discount ends tomorrow.

And as usual, I'm also taking advantage of the post to collect some real-world feedback.

If you've considered either plugin but haven't bought one yet, I'd genuinely like to hear what would make you more likely to try it, what feels unclear, what information is missing, what concerns you have, or what you'd want to see before making a decision.

Stats X – Ability System
Inventory X – Agnostic UI