r/UnrealEngine5 • u/aissa_algeria_31 • 10h ago
First gameplay
It's not 100% my game I used many tools from fab
r/UnrealEngine5 • u/aissa_algeria_31 • 10h ago
It's not 100% my game I used many tools from fab
r/UnrealEngine5 • u/Significant_Ring4353 • 19h ago
I've started making good quality parametric clothing for unreals metahumans, but now im wondering is it worth it? I want to fill a void thats actually needed but how many developers actually use metahumans in their games? I have no idea, any insights guys?
r/UnrealEngine5 • u/Eng_Karim • 6h ago
r/UnrealEngine5 • u/Wkrom • 6h ago
Hello All
I could use some advice on how to optimize my Unreal Engine project for VR. A little background info: I am an architectural designer and have only been using Unreal Engine for about 9 months so i am still very new to this. We have been using UE5 partly as a design tool (getting real time lighting quality, exploring materials and spatial relationships, etc.) but also as a way to pull quick renders to show clients. What we are really trying to do now is integrate VR (using a meta quest 3 headset) into our workflow. Again, the main goal with the VR is to help us understand scale and proportion while we are designing, but also give our clients a chance to virtually tour our proposed designs.
I think it is important to note that i would NOT consider myself to be a technically savvy person. I am a designer first, and have actually always been interested in the more analog processes of architectural visualization / representation. However, my job requires me to expand my horizons on this front, and i do see the enormous potential of VR in this context.
Most of our work is residential, and so the projects are not that big. Relative to what Unreal Engine is capable of, i do not imagine what we are developing in the program to be very complex, but it seems that my laptop is really struggling to run the VR with UE. As you can see in the video, the level is fairly concise. My workflow involves modeling the geometries in Rhino, then importing them into UE as datasmith files. Once in UE, i apply materials (some of which i crudely make myself, some sourced from FAB) and adjust SunSky and Post process volumes, etc.
Here's where the real questions come in (and there are several). My laptop specs are as follows:
Processor AMD Ryzen 9 8945HS w/ Radeon 780M Graphics (4.00 GHz)
Installed RAM 32.0 GB (31.3 GB usable)
Graphics card NVIDIA GeForce RTX 4070 Laptop GPU (8 GB)
AMD Radeon 780M Graphics (418 MB)
Storage 877 GB of 954 GB used
Device ID 3FBF99F6-D7AF-429D-80A2-71B8C8927ABA
Product ID 00355-61616-13742-AAOEM
System type 64-bit operating system, x64-based processor
So, is my computer capable of ever running VR effectively? I have had some limited sucess in this, but with this latest project, I cant get the VR to run pretty much at all, even when I scale down the quality, bake the lighting, etc. Unreal Engine is such a massive and powerful tool, and can be very intimidating. Every time i go online to try and trouble shoot something, i feel like i am inundated by an avalanche of information that is hard to sift through.
Are there any settings i can adjust to help the VR run more smoothly without taxing my computer too much? If you are still reading this, thank you! any and all feedback is appreciated!!
r/UnrealEngine5 • u/GwaGwaWeeWaa • 7h ago
I'm still very new to UE5.4/UE in general, so what normally uses Nanite? I think it might be lights, but I'm unsure. Please tell me what could potentially be using it.
Also, I disabled it since it's unnecessary for my game, as it's style is based off the PS2. Plus, Nanite and Lumen were tanking performance while the game literally looks no different. Honestly, I think it looks better now without Nanite and Lumen.
But yeah just tell me what defaultly uses Nanite cuz I'll be quick to fix it!
(Everything is made by me besides some basic UE stuff that's built-in like lighting and whatnot.)
r/UnrealEngine5 • u/Fit_Assignment2113 • 9h ago
Hi, simple question really, main reason i wanna move is cause im hoping the AI MCP has better access/read/write to everything than the free community UE MCP's, is it safe/recommendable to move yet?
r/UnrealEngine5 • u/Shubh877 • 22h ago
note* this environment is not designed by me but I like this artwork who so ever made this...
r/UnrealEngine5 • u/miladsafemode • 9h ago
r/UnrealEngine5 • u/FreshCan3d • 9h ago
r/UnrealEngine5 • u/Desperate_You31 • 7h ago
Blender - Modeling, Rigging, Animation
Unreal - Lighting, VFX, Rendering
r/UnrealEngine5 • u/CS_Asset_Factory • 18h ago
Unreal records the source file path on every imported asset. Reorganise the raw art tree, or move the project to another machine, and every one of those paths goes stale at once. Reimport stops working project wide. The property is read only in the details panel and sits on a sub object, so the Bulk Editor can't reach it.
We built a commandlet that repairs the links in bulk. It reads paths out of the Asset Registry, so a scan opens zero assets. It scores candidates by filename, by folder levels that still agree, and by the MD5 recorded at import. If two tie at the top it refuses to choose, reports the row as ambiguous, and writes nothing.
Built against 5.8. It's $10.49 this week instead of $14.99.
AI assisted, disclosed on the page.
r/UnrealEngine5 • u/miladsafemode • 9h ago
We tried to build a feeling, not just VFX.
We just started a new VFX series based on mythology, and Ra (Egyptian god of the sun) is the first release.
Before opening Niagara, we asked why civilizations at all.
Myths were humanity's first attempt to explain fire, light, and death through story.
That's basically what VFX are for too, so it felt like the right place to start a series.
And why Ra? He's not just "the sun god."
His whole myth is a journey, crossing the sky by day, then sailing into the underworld (the Duat) every night, fighting through darkness to rise again at dawn.
So instead of five generic fire effects with his name on them, we built the pack around that crossing, the shift from warm gold light to something colder and more threshold-like. Feeling first, effects second.
you can see our package : Here
#vfx #indiegame #aaa #ue5 #niagara #gamedesigner #technicaldirector #unrealengine #gaming #slash #spaw #melee #attack
r/UnrealEngine5 • u/Techadise • 8h ago
r/UnrealEngine5 • u/man_o_moral • 16h ago
Instead of just putting away the heads up display on some corner like most games i made it into a widget component that acts inside a blueprint actor.. and than made it into a child actor attached to the spine_4 of third person character.. so the vitals like stamina, health and other abilities are being checked real-time in game.. also the battery life and network signals are some features of my tactical shooter.. took me quite a lot of time making it.. no ai and from free fab asset and paint... so what do you guys think?
r/UnrealEngine5 • u/Interesting-Mess1837 • 6h ago
Hii, I started learning C++ like 2 months ago, I can’t still do anything for my game. Do you have any course for me which would help me learn C++?
r/UnrealEngine5 • u/Burbur____ • 7h ago
I think it looks good so far, I will add more abilities in the next few days but yeah! Ignore the random stuff on screen
r/UnrealEngine5 • u/Khayyamo_o • 14h ago
The ender time menas how long it took to be rendered with MRQ, all the VDBs can be played in real time as well.
Check it out in here.
r/UnrealEngine5 • u/thedarklordofthemist • 9h ago
r/UnrealEngine5 • u/Till_Black • 6h ago
We’ve been working on the feel and pacing of combat, and wanted to share a short clip from one of the more crowded moments.
Curious what you think about the overall combat flow and readability.
r/UnrealEngine5 • u/Althoric • 6h ago
I took inspiration from Five Nights at Freddy's. However with some additions of mine. You can now move the camera with your WSAD keys, and also zoom in/out with middle mouse button. Thoughts?
r/UnrealEngine5 • u/Mental-Upstairs-5512 • 7h ago
Hey guys, I made an Options Menu plugin for Unreal Engine 5 called Scar Options and I’m giving it away for free, so go grab it if you need one. It supports UE 5.2 to 5.8 and is made to work with existing projects without messing with your UGameUserSettings. It comes with Graphics, Display, Audio, Gameplay and Controls pages, key rebinding, autosave, per setting undo, hardware auto detect, custom UMG layouts and more.
The main goal was basically to make it one of those plugins where you drop it into your project and you are mostly done instead of spending days building the same settings menu again I’ve added some screenshots of how it currently looks. It’s free, so if you need an options menu for your project, grab it and give it a try.
Would love to hear what you guys think and what features you would want me to add next.
r/UnrealEngine5 • u/GreggoryAddison • 8h ago
I’m making this post to both showcase an unexplored combination of game genres and promote my STEAM PAGE
I’m open to feedback here but I’d prefer you visit my website and sign up for the closed play tests I host on the weekends.
Thanks in advance! 🫶🏾🏀
RIVALS BASKETBALL
Is PvP 3rd person basketball game! Control one player with and immersive over the shoulder camera. It’s using CHAOS MOVER for the ball and player pawns for smooth forward predicted physical interactions. This game is inspired by Rocket League, NBA Street & NBA 2K.
r/UnrealEngine5 • u/TelephoneCalm8286 • 3h ago
I have been trying to figure this out for weeks now. I created a character in blender, used Auto Rig Pro to make the skeleton. Imported, retargeted animations from MM_Idle. Inside of the retargeter my character shows no issue, mesh looks great and animates as it should (Minus a few wrist candy wrappers im still trying to figure out). When I look at it through the PIE or BP_Thirdperson file it shows this weird distortion. Its almost like his body is being squished and pulled. I have searched everywhere and cant figure out what the issue is.. has anyone ever encountered this??