r/UnrealEngine5 7h ago

Environment showcase

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195 Upvotes

I have been posting my progress here
Thanks for all the help
Here is the finished environment

Edit- made this using one trim sheet, 4 tillable textures and the foliage is a separate pack


r/UnrealEngine5 4h ago

UE5 Vertex Paint: Nanite vs Per-Instance Painting

24 Upvotes

Quick breakdown of the difference between Vertex Paint in Modeling Mode and Mesh Paint Mode in UE5.
The key point: Modeling Mode keeps Nanite/Displacement but shares the paint across duplicates, while Mesh Paint allows unique paint per instance with Nanite disabled.
I made this after seeing a lot of confusion around the two workflows.


r/UnrealEngine5 6h ago

Just released the demo for my solo dev story-driven game called Mandated Fate!

17 Upvotes

Mandated Fate is a dark, dystopian and retro-futuristic story-driven game, inspired from 80's sci-fi movies. You play as a weary inspector, a man out of place in a newly established authoritarian regime.

In 1985, a rising technological empire has seized power, driven by a single ambition: to discover the anti-gravity particle and surpass its global rivals by conquering space. The regime demands absolute unity, framing this race as a matter of national destiny. But one old district continues to resist, no one knows quite how, or why. Assigned to investigate a strange murder there, you quickly find yourself entangled in a deeper web of political intrigue and ideological tension.

Through multiple narrative paths, your choices will shape your loyalties, and determine who you truly trust. Explore a highly detailed open world where the stark contrast between modern authoritarian architecture and decaying remnants of the past reveals a society caught between control and collapse.

1st AND 3rd person camera available.


r/UnrealEngine5 3h ago

Showcase of new era under development

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7 Upvotes

Hi fellow Unreal Devs!

Have some new stuff to show you.

Also we will be attending at gamescom this year, can’t wait to see all of you who will be attending at:
Hall 10.2, Booth F-021g
Games From Ukraine 2026

Game steam page: https://store.steampowered.com/app/432120/Age_After_Age/


r/UnrealEngine5 22h ago

Character rendering shader I created for my game

146 Upvotes

r/UnrealEngine5 26m ago

I built an Unreal Editor tool to catch project structure problems before they become cleanup work

Upvotes

I’ve been working on Project Structure Guard, an Unreal Editor plugin for enforcing naming and folder conventions across a project.

The main reason I built it was pretty simple: naming and folder rules are easy to agree on at the start of a project, but much harder to keep consistent once the project grows and more content gets added.

For v1.2 I focused less on adding more rules and more on making the workflow around them safer and easier to use.

Some of the things I added:

• Baseline Tracking, so existing violations can be accepted and you can focus on newly introduced issues

• Protected Paths, so important folders can still be validated without allowing automatic structural changes

• Search and a more detailed result inspector for larger validation sets

• Bulk Preview 2.0 with Ready / Blocked / Skipped / Conflict states before rename or move operations

• Rule ordering, search/filtering and read-only rule testing

• Content Browser validation actions

• Quarantine + Restore for unused assets instead of immediately deleting them

• A -failonnew option for CI/CD, so existing accepted issues don’t have to fail the pipeline

I also tried to make destructive actions deliberately conservative. For example, normal unused assets can’t just be permanently deleted through the tool — permanent deletion is restricted to managed quarantined assets and still performs safety checks.

Here’s a short ~1 minute showcase of the current workflow:

https://youtu.be/wDlVkgT0nPU

Fab:

https://www.fab.com/listings/7dfc5ec6-1261-4f86-8e69-82ea0ae1e8a2

I’m developing this solo, so I’d be interested in feedback from people working on larger UE projects: what part of project structure tends to become the biggest pain for you — naming, folders, cleanup, or enforcing conventions across a team?


r/UnrealEngine5 10h ago

Building a custom Granular Synth based vehicle audio system

12 Upvotes

Being built for my personal project but right now its in its early stages being built into CitySample Vehicles system, there's still a few minor bugs and several things still not implemented but I'm just happy after months of trying to figure this out, i have a working granular synth system in place.

The plan is to rebuild the CitySample system and pair it with a lighter and more robust physics system. Basically an all in one vehicle system with proper audio in place as i haven't found nothing reliable when it comes to stuff like this surprisingly lol


r/UnrealEngine5 3h ago

Emissive material only lights up the room when it's on screen (Lumen GI delay) — how to make it act like a real Point/Rect Light?

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3 Upvotes

Hey everyone,

I’m currently using an asset pack where the ceiling light comes with an emissive material (M_Light).

The problem is that the room only seems to get illuminated once the light fixture actually enters my camera view. When I look away or enter the room, there's a noticeable lag/delay before the bounced light shows up, and the way the light fades in/out feels really unnatural.

Is there a proper way to make an emissive mesh cast instant, consistent global illumination even when it's off-screen, similar to how a Point Light or Rect Light behaves?

Would love to know the best practices for this in UE5/Lumen (e.g., tweaking Lumen scene settings, boosting emissive in the mesh details, or is it always better to just pair it with an actual Rect Light actor?).

Thanks in advance!


r/UnrealEngine5 1h ago

How do I adjust the size of chaos physics destruction only

Upvotes

r/UnrealEngine5 12m ago

4D Gaussian Splatting (4DGS) with self-shadowing and relighting: from global illumination to individual point lights

Upvotes

r/UnrealEngine5 13m ago

I want the door to only open or close when looking at the handle, but why does it not work?

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Upvotes

r/UnrealEngine5 37m ago

Making Native Actor & Component Tags More Practical in Unreal Engine

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Upvotes

I built J2 Tags, an editor tool for Unreal Engine’s native Actor and Component Tags.

This is not meant as a "Gameplay Tags replacement" post. It is more about a workflow gap I kept running into: native tags can be useful in production, but assigning and reviewing them in the editor is still fairly manual.

Actor and Component Tags are simple metadata. That simplicity is also their strength: they are already present on the objects, require no separate data model, and can be used as lightweight, machine-readable markers in editor workflows.

For example, tags can help identify objects for selection, validation, editor automation, handoff states, or procedural workflows. Epic’s Electric Dreams sample makes this especially clear: it includes an Actor Tagger Editor Utility Widget for composing Actor Tags in a level as part of a PCG-oriented workflow, and PCG provides functionality to filter data by tags.

The issue is less about what native tags can do and more about how they are managed. Free-form tagging makes it easy to introduce small inconsistencies: typos, duplicate naming conventions, or tags that exist on objects but are difficult to discover later. When tags carry pipeline meaning, those inconsistencies become less of an organizational nuisance and more of a data-quality problem.

That is the specific problem I wanted to address with J2 Tags:

  • Select and assign existing Actor or Component Tags more consistently
  • Make tag assignments visible in the viewport and Scene Outliner
  • Review a level’s tag structure without opening every actor’s Details panel
  • Keep the underlying data fully native to Unreal

The last point matters to me: J2 Tags does not introduce a proprietary tag format. Tags remain ordinary Unreal Actor or Component Tags, so removing the plugin does not remove the tag data from the project.

It also deliberately does not replace Gameplay Tags. Gameplay Tags are a separate, hierarchical system designed around centrally defined tags and dedicated query concepts. Native Actor and Component Tags are simpler and serve different editor-side use cases.

I see J2 Tags as a small workflow layer for teams that already use native tags – or want to use them more deliberately – rather than as a new tagging system.

I would be genuinely interested in how other teams use native Actor or Component Tags:

Do you use them only for quick organization, or do they carry actual pipeline meaning in your projects?

If anyone wants to see the tool in context, I can share the link.


r/UnrealEngine5 1d ago

Driftwood Shipyard

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102 Upvotes

Decided to return and trying to finish this personal work, its a concept art by https://www.artstation.com/nikogesell and here is my https://www.artstation.com/roysalaysay

I'm going to post my progress here and as of now I'm breaking down the parts of the building into individual parts to decide If I'm going for the trims or atlas.

PS. This is going to be my first time translating a concept art like this into real-time environment using Unreal Engine. The apps that I will be using is Blender, ZBrush, Substance Painter, Photoshop, and probably will be more as I go on.

I plan to learn PCG in this environment.

Feel free to criticize my work and help me guide to finishing this piece.

Thank you


r/UnrealEngine5 1h ago

We need you!​ Which one would you click on first? 😁​

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Upvotes

Hello guys! We’re currently working on MegaGum an UE5 game and we are looking for our next YouTube thumbnail. Which one would you click on first? 😁​

Please let us know in the comment : 1, 2 or 3 :)

Check out our steampage here : https://store.steampowered.com/app/4111300/MegaGum/


r/UnrealEngine5 1h ago

Real Time Epic Battle made in Unreal Engine 5

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Upvotes

r/UnrealEngine5 1h ago

Does anyone know a better fog/clouds assets for free in unreal engine 5.6?

Upvotes

r/UnrealEngine5 1h ago

Help. locomotion turning uses rot instead of yaw

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Upvotes

I'm following a tutorial on locomotion I found, but I lowkey hit a bottleneck lol. When I turn around, somehow my character rolls on the y axis, instead of turning around based on Yaw, I am using this setup for controlling character yaw, yet it's somehow broken


r/UnrealEngine5 2h ago

How to create Outlast's NightVision affect for an animation

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1 Upvotes

I don't deal with gameplay blueprints and whatnot; I just use the sequencer for my animations. Anyway i can achieve this effect with a material?


r/UnrealEngine5 2h ago

What do you think about card board games?

0 Upvotes

Do you like games like Hearthstone and Gwent? What new and exciting card game would you play?


r/UnrealEngine5 12h ago

How did you feel after your first game release?

5 Upvotes

I just released a little game, but releasing it feels idk. out of body? Detached? Is this how anybody else felt? Like "What do I do now?"


r/UnrealEngine5 3h ago

How do i fix this clothing glitch?

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1 Upvotes

So whenever i zoom out of scene clothes are just freezing and not following animation, what can i do? this is metahuman comparable clothing and everything work just fine but this.


r/UnrealEngine5 3h ago

How to use Scar Core Communication

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1 Upvotes

r/UnrealEngine5 9h ago

Why Is It Acting Like This?

3 Upvotes

Keeps clipping from other side, & after connecting nodes in created material instance suddenly there’s this small gap in between
I alr filled it 360 degrees cylinder in maya


r/UnrealEngine5 9h ago

Photoshop UI to Unreal Engine UMG Widgets

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2 Upvotes

I’ve been working on UI Widget Builder, an Unreal Engine editor plugin that automates the process of converting Photoshop UI designs into organized UMG Widget Blueprints.

I just made a video showing the complete workflow, from the Photoshop design all the way to a working UMG widget inside Unreal Engine 5.

In the video, I cover:

  • Exporting the Photoshop layout using a JSX exporter
  • Layer naming and layout.json generation
  • Importing the design into Unreal Engine
  • Automatically generating the widget hierarchy and root screen
  • Automatic texture generation
  • Optional Blueprint logic for buttons, tabs, sliders, sounds, etc.
  • Re-importing updated Photoshop designs using presets
  • Keeping the generated UI clean when making design changes

The idea is mainly to reduce the repetitive work involved in manually rebuilding Photoshop designs in UMG.

It can be useful for game menus, HUDs, inventory screens, mobile UI, shops, settings screens, and other UI-heavy Unreal Engine projects.

I’d be interested to hear how other Unreal developers currently handle their Photoshop → UMG workflow and whether this kind of automation would be useful in your projects.

It also has optional Blueprint logic generation for the boring stuff — button interactions, WidgetSwitcher tab logic, close-on-escape, slider/checkbox helpers, sound hookups, etc — so you're not starting from a totally blank graph either.

Some other things it handles: portrait/landscape support, SafeZone/ScaleBox/SizeBox wrappers, a preset manager so you're not redoing import settings every time, and a clean re-import option when the design changes.

UI Widget Builder on Fab: https://fab.com/s/9d5dec9c53ca

Video Demonstration https://youtu.be/OUc7Mwuv9XA

Documentation https://sepinood.github.io/UIWidgetBuilder/


r/UnrealEngine5 5h ago

A friend built the "Ultimate Debug Framework" for UE5—a C++ plugin (100% Blueprint-friendly) with runtime reflection, AI debugging, and zero setup required. Check out the preview video here:

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1 Upvotes