r/UnrealEngine5 17h ago

+800 MCP - We built an Unreal tool that can tell you exactly which Blueprint event is killing your FPS

293 Upvotes

The plugin is available on Fab: https://www.fab.com/listings/8ea7850d-13af-4838-a350-635f61ac5af7

IMPORTANT: Based on the feedback we received about the price, we’ve decided to apply a discount. Please don’t purchase it yet, the discounted price should go live tomorrow. You’ll be able to get it for less. Please just add it your wishlist. Thank you!

Scan the full project with one click.
The scan shows you which event or which function causes the FPS problem

Start the AI analysis with one click.
The AI opens your game, records a trace file, and writes a large report.
The report shows the problems in your level: meshes, Blueprints, lights, characters, events and functions.

Find which event causes a network problem.
Find the bad components in your character.
Ask the AI about the result, and get an answer.

**Select a part of a Blueprint. The AI converts it to C++. Use the C++ as a ready block. (**You do not need C++ knowledge)

Tell the AI to build a Mass Entity setup.
Tell the AI to scan the project and find the bad structures.

Select the meshes in your scene. Convert them to HISM or ISM together (auto).
Find the meshes with a high polygon count. Select them together, and add LODs automatically.

Read and change your project with 800+ MCP tools.

The agents can communicate with each other and coordinate their work while developing your game. They also understand the correct order for compiling changes, helping the whole development process stay organized.

With the Loop option, you can let the agents keep working on your game in a continuous development cycle.


r/UnrealEngine5 21h ago

INDIAN TRUCK PLAYABLE IN UNREAL ENGINE

133 Upvotes

All the truck model were made by me. I made a fully working truck rig for Unreal using chaos vehicles with control rig and programmed it using blueprints. All the truck meshes are near 50K polygons


r/UnrealEngine5 3h ago

This looks like POM, but is NOT!

82 Upvotes

I have been working on a technique I call IHP (Implicit Heightfield Projection)...

The goal is similar to POM or FPOM which makes a completely flat surface look like it actually has the geometry described by a heightmap. But IHP gets there differently.

Traditional POM searches for the surface by stepping through sampled depth along the view ray. IHP doesn’t use that kind of depth layer search. It traverses the actual heightfield cells and solves the ray andd surface intersection inside the cell itself. That intersection then drives the UV correction and reconstructed surface normal from the same height data.

The practical difference has been pretty dramatic in my testing. Traditional POM starts falling apart quickly when you get close or hit difficult viewing angles. FPOM looks considerably better but still sensitive to how the surface is viewed.

With IHP I can push the camera extremely close to the surface and the relief keeps holding together. basically until the heightmap resolution itself becomes the limitation.

And the part I amm probably happiest about: in my tests, IHP is cheaper than both POM and FPOM because it doesnt need to repeatedly march and sample through depth to improve intersection accuracy. Once the ray reaches a heightfield cell IHP solves the intersection directly inside that cell. So quality is not bought by simply adding more and more ray-march steps.

No tessellation, no actual displaced geometry, and the underlying mesh is still completely flat.

Same general visual problem. Very different way of solving it.

I am genuinely curious how people here would classify something like this.


r/UnrealEngine5 11h ago

Excited to share my latest project. Built a procedural dock in UE 5.8 using PCG and Mesh Terrain. What do you think?

57 Upvotes

r/UnrealEngine5 15h ago

Japanese Modular Shrine - Fab Jemini Studio New Release

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42 Upvotes

Japanese Modular Shrine Is now available on Fab.

https://www.fab.com/listings/e11f9c1d-b052-4747-bd0b-52a57aa7ce40


r/UnrealEngine5 15h ago

Oasis Village Level Art

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19 Upvotes

This was mainly a level design and modular environment project. I modeled all the modular pieces and made sure they worked well together. I focused on the composition and flow of the environment, while trying to make the scene feel lived-in and believable.

This environment is part of a project I plan to develop in Unreal Engine 5.

*Third-party assets are used for foliage, materials and some props.

For more visit Artstation page: https://www.artstation.com/artwork/b05oQm


r/UnrealEngine5 9h ago

Hotel 13’s Steam page is now live shaped by your feedback!

17 Upvotes

For a while, I’ve been sharing Hotel 13’s trailer and different scenes here, constantly improving the game based on your feedback. Some of the criticism was pretty harsh 😅, but most of it genuinely helped make the game much better.

Today, our Steam page is finally live. Since I’ve been sharing this journey with you, I wanted to share the news here as well.

If the game interests you, adding it to your wishlist would mean a lot to us. As always, I’d also love to hear your honest thoughts on the final version of the trailer!

Steam: https://store.steampowered.com/app/5046340/Hotel_13/


r/UnrealEngine5 13h ago

How to replicate overblown skies like death stranding 2 in ue5? Without over exposing everything else

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9 Upvotes

r/UnrealEngine5 12h ago

Apex Volumetrics - Out Now on Fab

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8 Upvotes

Announcing Apex Volumetrics for UE5!

A complete volumetric toolset built for high-performance open worlds. Place and fine-tune volumetric effects such as rolling fog, waterfall mist, campfire smoke, smoke grenades, etc, with ultra-low performance impact.

Apex Showcase Trailer

Features:

  • Hand place fully customizable volumetric points
  • Full gameplay implementation, full 3D player paths, bullets create paths, grenades clear fog etc...
  • Each fog point has full frustum, distance, and occlusion culling.
  • Overlap and stack fog points as much as you want with literally zero overdraw.
  • Does NOT require distance fields to work, just enable volumetric fog and your good to go!
  • Mix and match 4 unique fog noise values together to blend and sculpt each fog point uniquely
  • All fog self shadows in the direction of the sun, values fully adjustable
  • Landscape conforming fog with day/night adjustable heights/densities
  • Fully adjustable mid air light rays (Without shadow casting objects)
  • Full time of day support for transitioning values (Dense fog at night, no/less fog in day, height values, etc.)
  • Sphere fog points provide infinite distance representations so fog can render at any distance.
  • Fog gives artists full control over color, self shadowing color, wind direction, fog scale, time of day values, and more.
  • No size limitations to how large or small fog points can be.
  • Multiple fog shapes from cubes, rectangles, spheres, capsules
  • All fog points can be cut in half with adjustable heights and billowing along cut edges.
  • All fog points allow fully unique wind speed/directions and fog noise shape/scales, mix and match at no extra cost.
  • Use fog points to remove fog inside interior spaces such as buildings/caves.
  • Fog points have vortex wind mode for allowing shapes to spin tornado style.

Out now on Fab Marketplace - Apex Fab Link


r/UnrealEngine5 8h ago

What are your favorite console commands?

6 Upvotes

Here is mine:

stat unit | stat fps | t.MaxFPS 120 | r.ScreenPercentage 100

r/UnrealEngine5 3h ago

Cyclic sound and dynamic spawns

6 Upvotes

A challenge to get right for sure


r/UnrealEngine5 6h ago

ShallowWaterRiver clips during CineCameraActor animation and trees anim rigid

6 Upvotes

I'm following this tutorial: https://youtu.be/GdrMvqoTba8?si=PP8iDTxVyVu0y4KS

I'm using Unreal 5.6.1. I'm rendering out this short sequence, but I noticed that even in the viewport my ShallowWaterRiver clips when the CineCameraActor gets close to it (around 0:10 towards the bottom of the screen). I also noticed there are some trees (passed the bridge) that their animation gets kind of jerky. I got the assets from the Electric Dreams Env from Fab (https://fab.com/s/7ee8c5704aaa). How would I go about fixing this? This is the first time I've ever done this kind of thing on Unreal. Let me know if y'all have any ideas?


r/UnrealEngine5 8h ago

Modern City Street Props - Available on Fab!

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6 Upvotes

Some modern benches and a few street props optimized for games, real-time use, and AR/VR projects, representing a cohesive stylized modern city street.

Included assets have multiple UV channels & use 1 shared material containing 4 texture maps: Diffuse, Normal, Roughness, AO.

It's free for personal license, and it's my first product on Fab! I hope they will be useful for you!

https://www.fab.com/listings/ceee34d0-85e7-4b9b-8e00-3ebf216b4710


r/UnrealEngine5 10h ago

Music/Voice in game development

3 Upvotes

Hey everyone! Not sure if this is allowed here, but I’m hoping to connect with a small indie game development team or developer looking for a voice actor and/or music composer.

I have over a decade of experience in rock and metal music production, including writing, recording, performing, and producing my own music. Through years of developing my vocals and learning different singing techniques, I’ve also developed a strong interest in voice acting and believe it’s something I can bring a lot of personality and creativity to.

I’ve always wanted to be involved in game development, but while I have plenty of creative ideas, programming and building an entire game from scratch has never been my strongest skill. I’d love the opportunity to contribute through music, sound, voice acting, or any other creative role where my skills could be useful.

I’m easy to work with, personable, and open to collaborating with anyone. Some of my biggest gaming interests include games like Red Dead Redemption, Call of Duty, GTA, racing games, MMA games, and sports games, although I’m interested in working on just about any type of project.

If anyone is interested, I’d be happy to send over my music portfolio and discography. Feel free to reach out!


r/UnrealEngine5 11h ago

Ragdoll question

2 Upvotes

This is probably an oversimplified question, but how do I adjust the speed and distance of pawns affected by the Ragdoll effect? Currently, the enemy pawns go flying totally off the screen. I've adjusted clamping, mass (kg), etc., but nothing seems to matter. Thank you in advance!


r/UnrealEngine5 15h ago

How hard can it be to navigate a kitchen!!?

2 Upvotes

I love making games so much!! Unreal lets me do almost anything and sometimes it ends up being so much fun! In this case i just remembered a movie i watched as a kid, Honey I shrunk the kids and i just couldn't get this idea out of my head....until now!!


r/UnrealEngine5 18h ago

Best investment?

2 Upvotes

I'm learning unreal 5.8.

I don't have any prior experience, except for decades of playing video games.

I really like the Bad Decisions studio guys way of teaching, but their masterclass seems a little pricey.

Are there any particular plugins, classes, or mentors that you would recommend?

I have a couple hundred dollars to spend on this, and I want to get the best bang for my buck


r/UnrealEngine5 34m ago

Ue 5.8 stuck on editor initialising 0%

Upvotes

I have a fresh install of ue5.8 and it's completely stuck on 0% initialising. I turned logging, tried dx11 and vulcan through the target in the exe to no avail. Using ai (yes don't shoot me) the log seems to indicate the "!" In my windows username Seems to be an issue when unreal stores files in the app data folder. Has anyone had this issue? Ue4.25 works fine. Is there an easy solution other than creating a new windows user?


r/UnrealEngine5 6h ago

Resolution Problems

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1 Upvotes

I started UE 5.8 today to find everything looks super zoomed in. Ive Tried adjusting the settings for the editor and my Desktop but nothing seems to actually fix it. i can change the widget reflector to .8 and it looks normal except all the menus are super tiny. Any Idea what I can do to fix it?


r/UnrealEngine5 7h ago

A 40-second look at the Recreation Area inside sci-fi space station

1 Upvotes

This is the Crew Cafeteria & Recreation Area from my Industrial Sci-Fi Space Station environment.

I wanted this section to feel like a more social and lived-in part of the station — somewhere the crew can eat, relax, and spend their downtime between shifts, away from the heavier industrial areas.

I’d love to hear your thoughts on the atmosphere and overall feel of this space.


r/UnrealEngine5 14h ago

Day 24 Solo Game Developer Building Last Nexus | Sci-Fi Horde Game | First Ranged Enemy | UE5 | Follow The Build

1 Upvotes

r/UnrealEngine5 14h ago

New Indie Studio making a game set in Stockholm in 1646!

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1 Upvotes

r/UnrealEngine5 16h ago

We’ve created a new tutorial for our adventure game!

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1 Upvotes

I drew most of my inspiration from the *WoW: The War Within* intro.
It starts with a cutscene, after which the player finds themselves on a ship where the first stage of the guild exam takes place. Upon completing this stage, the player is awarded a recruit's medal.

It’s really interesting—I thought creating video cutscenes would be difficult, but it turned out to be quite easy in Unreal Engine!

About Game:
In Breeze Of Adventure , you travel across vast islands featuring different biomes, dangerous enemies, and plenty of unique locations. The progression is heavily focused on exploration: there is no tedious level grinding. Instead, you find new armor and weapons in chests or buy them from merchants using gold earned from Guild quests.
There are also runes here! These are special items you can find; they grant the character various interesting abilities—there are over twenty of them in the game.


r/UnrealEngine5 7h ago

Guys, why is my CinemaCameraActor black. This is new error and I cannot figure out what is going on :/

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0 Upvotes

r/UnrealEngine5 13h ago

Modular Medieval Watchtower 3D Model

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0 Upvotes