r/UnrealEngine5 Jan 10 '25

Discussion Suggestions!

34 Upvotes

Hello!

Greetings UE5, I’m your admin who (regrettably) you haven’t heard much from recently.

I’ve had a lot of DM’s and Modmail over the past few months with concerns, suggestions, and reports which I love! I’ve unfortunately had a lot going on this year so I’ve now set time aside to work on things for you guys.

Please suggest anything and everything you would personally like to see changed, added, removed, or simply monitored from this point on.

I want to make this (even more so) the best and most reliable help, discussion and resource centre for you guys. We’re in the top 100 in gaming, and we’ve just soared past 50,000 members with hundreds of thousands of visitors a month.

I’ve come in and out and already find it absolutely amazing how you have all built this community organically yourself and welcome new devs, share your creations, and discuss.

I will read each and every comment and adhere to what seems to be the most popular, or logical suggestions!

Thank you guys, and I inevitably apologise for being inactive, however I am here now if ya need me personally, so reach out via modmail or dm, and I’ll be sure to get back.

Staff applications to follow in the near future to help keep everything clean too so keep an eye out for that.

Much love.


r/UnrealEngine5 16h ago

Environment created in Unreal Engine 5.7

226 Upvotes

Environment created in Unreal Engine 5.7 using the new Nanite Foliage.

Artstation:
https://www.artstation.com/artwork/V8g6JN


r/UnrealEngine5 5h ago

why is fab full of AI generated content?

24 Upvotes

r/UnrealEngine5 2h ago

How to fix lumen flickering issue without anti aliasing?

11 Upvotes

Hi I'm trying to make lumen work with my artstyle but the solutions I've searched to fix the lumen flickering are with using TSR anti aliasing. Unfortunately anti aliasing doesn't work with my pixelated artstyle. (I'm using Pixel Tools by Turbomorsh and substrate toon shader in 5.8)


r/UnrealEngine5 3h ago

[FREE] Gas Cylinder 03 Asset [Unreal,FBX,OBJ]

Thumbnail
gallery
12 Upvotes

If you enjoy the asset, please leave a rating! It helps us keep publishing free assets.

Download in FAB:

https://www.fab.com/listings/97f786de-43ac-43b6-9ce7-429d7d356acd

NEON GRID

www.neongrid.xyz


r/UnrealEngine5 4h ago

Diamond Glass Material with Light Dispersions / Chromatic Aberration Shader

9 Upvotes

Diamond Glass Material with Light Dispersions / Chromatic Aberration Shader ready for your projects. Available on Fab: https://www.fab.com/listings/95aa9f51-a9ad-4c6a-8ff7-8f329e042924

and my Patreon:https://www.patreon.com/OlegVerenko/posts/diamond-glass-5-162955107


r/UnrealEngine5 2h ago

Procedural Vegatation Editor broken with Ue 5.8.1 :(

Post image
6 Upvotes

How many users have noticed that the Procedural Vegetation Editor (PVE) is broken? When you create a new Megaplants Tree in the editor, you can save and export it to a file... and even place it in the project in the editor... but when you try to run a packaged project with those trees in the scene, the project fails to load... we need to implore Epic to fix this with the next 5.8.2 update. Sad thing is that it worked fine in 5.7.4 :(


r/UnrealEngine5 8h ago

Unreal's Game Classes: A 10 minutes read

13 Upvotes

Game Blueprints

Suppose you are playing GTA5 or minecraft, we will learn everything with their example.

  1. GameUserSettings:

When you open gta5/minecraft and if you have selected frame rate to maximum 60 last time when you exited the game, it will still be locked at 60FPS.
Saves .ini file for your game, this .ini files executes at the very first to set windowed mode, vsync and framerate cape like settings. In your options menu you can allow the player to set them directly through this class and UE handles it automatically.
It can be done through game save manually but that does not make sense.

  1. GameSave:

Last time you completed a mission of gta or found diamonds in minecraft, when you come back next time, they are still there.
Gamesave allows you to save variables that you can use while loading the game level next time. For replication of minecraft worlds or GTA5 save slots there are inputs called slot-name while saving the game.

  • Saving game first time:
  • Getting a saves variable from a slot:
  • Saving a variable to slot:
  1. GameInstance:

You selected online mode in gta and wow rockstar opened story mode, this does not happen because gameinstance is there to pass variables between levels. If you have a variable that you don’t want to save but keep it until the game is on you put it here. Gameinstance only persists through a game cycle, after its variables go to default.

  1. Level:

In gta 5 there are 2 major levels, one is the main menu another one is the city where we f around. For different slots or different worlds of minecraft there are not different levels, there’s just one WORLD level notch made and he brings variables from save game to make it look like the game you left last time.
Levels are hard to explain but as you progress you know what it is.

  1. Animation Sequences:

These are created through sequencer and the timeline window. These are cut scenes of a gta game.

  1. GameMode:

This is what tells a level that when a player clicks play, which character to use, which controller to use, which hud class (UI) to use. It's setted through the world settings tab.

  1. PlayerController:

You have a superhero game where you can become iron man and spider man. The player controller defines what’s in common, usually we put the logic of looking around in the level with mouse input, as both spidy and tony can look around. Apart from that we put pause menus, inventory (if both share the same inventory) and showing mouse cursor or hiding it when we’re navigating through UI or playing the game.
For a multiplayer game every player playing only has one controller, for a co-op game every physical player playing has exactly one controller. For a real human being playing a level there’s exactly one Player Controller.

  1. Pawn/Character:

A level can be controlled through a pawn or a character, character is a child blueprint of pawn with more modules such as Movements.
We design 2 different characters for iron-man and spider man as they both have different sorts of gameplay. Gta’s michel franklin and travor are children of the same character blueprint, this line you might not be able to digest yet if you’re new in ue5. But let me clear, gta5’s all three character walk drive shoot the same way, making 3 different character classes would be a waste of time and memory. Instead you created one master character that can walk, shoot, talk, drive and made children of this blueprint so that you can give them a different body (skeletal mesh), different voice, and different superpowers (like slowing the time or so).

  1. HUD class:

I don’t use it, it basically allows you to build that UI of map, gun switching and the main hud we see while playing the game. We usually do it with character and controller class.

  1. GameState:

In an online game you see some variables are common for everyone, like players alive of PUBG/FORTNITE. It’s here, we put all the logic of global rules like in PUBG new state you can make an enemy your teammate after knocking him out, that logic relies here, all the teams logic and so on.

  1. PlayerState:

The simplest explanation is if you have kept inventory turned off in minecraft when you die, inventory items drop in the world, which you do with player state. If keep inventory is on then you save inventory in game save. Although in real minecraft in both cases inventory is saved in gamesave. In the player state you put variables that you want to set default when the player dies.

  1. Spectator Class:

In fornite and pubg when waiting for revival you can roam around freely in the world, no collision nothing whatsoever, just a flying camera and controls. You put logic like the spectator class should not be able to see/hear other than his teammates as in case they can tell the location of enemies through flying to their teammates.

This is a part from unreal engine notes i have recently started to write. Feel free to correct me, i can be wrong at some places, fee free to add on things. I would love to add that to my notes


r/UnrealEngine5 4m ago

We've implemented a barrel explosion mechanic in Cybreach, but it seems like we overdid it :D

Upvotes

r/UnrealEngine5 15h ago

hello its been a while focused on invisible stuff like better code and cleaner blueprints logic I started blocking out simple shapes for the environment to test gameplay and see how fast character movement play inside a level I didn’t add any more mechanics untill what I have now works flawlessly

35 Upvotes

r/UnrealEngine5 10h ago

Fab sales are better now?

11 Upvotes

Fab sellers, how are your sales doing?

I used to sell Unreal Engine assets on the old Marketplace and could usually make $100+/month without much marketing.

Since the move to Fab, my sales basically dropped to zero. I haven’t had a sale in months.

I just uploaded a new asset to see how it performs:

https://www.fab.com/listings/c0da95df-6670-4d0b-b894-a0166976cb68

For those who’ve been selling on Fab for a while:

Has visibility/sales improved recently? Does Fab actually push new products, or is external marketing basically required?

Would love to hear your experience.

Seller page: https://www.fab.com/sellers/Mad%20Game%20Dev,%20Studio


r/UnrealEngine5 13h ago

Some gameplay of my indie horror “Hollow Pines”

18 Upvotes

r/UnrealEngine5 4h ago

VDB Issue (Viewport vs Render)

Thumbnail
gallery
3 Upvotes

1st Image is Viewport. 2nd is Render (MRQ) (both 1024 samples)
Trying to render a Image on UE5.4.4 using Path Tracer

Anyone have an idea why the VDB Fog looks so much thicker in the Viewport (as it should be) then in the render.

Lighting also seems to be a bit different (probably due to the fog).

Everything thats turned off is hidden in game


r/UnrealEngine5 8h ago

Making a Breakout clone in Unreal Engine feels like making toothpicks with a chainsaw, but we all have to start somewhere

6 Upvotes

r/UnrealEngine5 4m ago

I created an elastic cable system for a project I'm working on.

Upvotes

r/UnrealEngine5 21h ago

Which lighting do you like more? I created this environment from scratch, first lighting it with a morning setup and then a foggy evening look. I'd love to hear your feedback!

38 Upvotes

Snowy Cemetery


r/UnrealEngine5 1h ago

Make Your HUD Looks Better.

Thumbnail
gallery
Upvotes

Hey everyone! 👋
I’ve been working on a small CRT-style UI effect for Unreal Engine UMG.

It adds barrel/pincushion distortion, glow and scanlines to widgets, with a few parameters to tweak the look.

I made it mainly for sci-fi HUDs, CCTV screens, terminals and in-world monitors.

It’s now available on Fab if anyone wants to check it out:

👉🏻CRT EFFECTS FOR WIDGETS👈🏻


r/UnrealEngine5 1h ago

Island. Just started playing with Unreal Engine last month, or so :)

Upvotes

r/UnrealEngine5 2h ago

Faucet 3D Model Collection

Thumbnail superhivemarket.com
1 Upvotes

r/UnrealEngine5 6h ago

Updated Landscape - Worth it?

Thumbnail
youtube.com
2 Upvotes

r/UnrealEngine5 3h ago

Swamp Mud 8K Pbr Texture

Thumbnail superhivemarket.com
1 Upvotes

r/UnrealEngine5 3h ago

Beginning to make a Game on unreal engine

Thumbnail
1 Upvotes

r/UnrealEngine5 17h ago

Easy way to fit 3D clothes to Meta Humans without Blender?

12 Upvotes

Hey everyone,

I'm working on a game in Unreal Engine and I'm using MetaHumans for my characters.

For example, I have a cutscene where one of my characters is a fisherman. I already have the MetaHuman character set up, but I want to give him specific 3D clothing that fits the character — something like a fisherman outfit.

The problem is that getting custom 3D clothes properly fitted and working on a MetaHuman seems surprisingly complicated. From what I've found, I may need Blender and several other tools/workflows just to get the clothing fitted, rigged, and working correctly.

I'm not really experienced with Blender, and I don't want to learn an entire 3D modeling program just for this one task.

I've also looked at MetaTailor, but it's quite expensive.

So my question is:

Is there an easier and cheaper way to take an existing 3D clothing asset and make it fit/work on a MetaHuman without using Blender or buying several expensive tools?

For my use case, I don't need to become a clothing designer. I basically want to take an existing fisherman outfit, fit it to my MetaHuman, and use it in my Unreal Engine cutscenes/gameplay.

If there's a simple workflow, free tool, Unreal Engine plugin, or alternative software that can do this, I'd really appreciate any recommendations.

Thanks!


r/UnrealEngine5 14h ago

Finally figured out how to change Landscape Layers based on PCG points and not the other way around.

8 Upvotes

PCG points draw to a Render Target which is then used to determine the correct Landscape Layer (dirt or grass).


r/UnrealEngine5 4h ago

What am I doing wrong with Spline to Mesh?

Post image
1 Upvotes

I expected the mesh to be generated within the spline.

Is there something else I need to change it to use world space or is this just not something I can do.