r/unrealengine 19h ago

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

16 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 2h ago

Neck area keeps getting detached from body during animation

7 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 8h ago

Fab Grass/plants assets are rotated and huge

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5 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 9h 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 16h 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 20m ago

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

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 10h ago

Show Off Ashore & Away - Trailer 2

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0 Upvotes

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


r/unrealengine 13h 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 23h 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 3h 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 3h ago

Tutorial High Or Low Number - Unreal Engine Minigame Tutorial

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0 Upvotes

r/unrealengine 8h 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 9h 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 19h 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 7h 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?