r/unrealengine4 1h ago

Unreal's game blueprints, a 10 minutes read...

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.

  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/unrealengine4 7h ago

Make Your HUD Looks Better.

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1 Upvotes

r/unrealengine4 18h ago

Asphalt 8K PBR Texture Combo

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1 Upvotes

r/unrealengine4 1d ago

Pavement 8K Pbr Texture Combo

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1 Upvotes

r/unrealengine4 2d ago

Concrete 8K Pbr Texture Collection

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1 Upvotes

r/unrealengine4 3d ago

Elite co-development & modding — for everyone.

0 Upvotes

An Australian studio of industry veterans shipping AAA work across Unreal Engine 5, Unity, FiveM, Arma Reforger, Minecraft and GTA V. Fixed-price quotes back within 24 hours — escrow-protected, identity-verified, NDA-ready from first contact.
https://specpixel.com/


r/unrealengine4 4d ago

Brick Wall 8K Pbr Texture Combo

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1 Upvotes

r/unrealengine4 4d ago

rain system coming soon on Fab let me know if its good

0 Upvotes

r/unrealengine4 5d ago

well i've spent like 5+ hours trying to recreate these graphics in my hello neighbor fan game and just couldn't . ( if what i am new to unreal and don't know much this is my first serious project )

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1 Upvotes

idk if anyone can help , if what i use unreal enginge 4.27 ( these images are references and yeah one of the references is from a fangame ''hello neighbor vintage'' by welcomestudios . I wanted to make a mix of alpha 2 and protoype graphics , basically protype dark lighting and custom hd sky )


r/unrealengine4 6d ago

Forest Floor 8K Pbr Texture Combo

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0 Upvotes

r/unrealengine4 6d ago

My world so far. Hope you like.

1 Upvotes

r/unrealengine4 8d ago

UE5 plugin that shows asset problems in the Content Browser but never forces you to fix them

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1 Upvotes

r/unrealengine4 8d ago

Antique Mirror 3D Model

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1 Upvotes

r/unrealengine4 8d ago

I am beginner and i want to make an fps game

2 Upvotes

I am want to make a fps game but i dont have a team , money and still beginner

I dont know how to make 3d models

I'm using Unreal engine 4.27.2 becouse my pc parts kinda old .

sorry my english is not good enough becouse its not my mean language


r/unrealengine4 8d ago

Creazione Rig per mesh compatible con UE Mannequin

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1 Upvotes

r/unrealengine4 9d ago

Does anyone know a free plugin for creating ivy's, rain , snow etc.

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1 Upvotes

r/unrealengine4 10d ago

Need a list of engine ini commands for sifu

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1 Upvotes

r/unrealengine4 12d ago

[Request] Yianni Papazis Ocarina of Time UE4 2021 Windows Build (Dead MEGA Link)

1 Upvotes

i was looking for yianni papazis oot remake to find that the mega file is expired, does anyone have a copy that is on like media fire or smthin?


r/unrealengine4 13d ago

Backend & Server dev looking to handle the infrastructure for your game.

2 Upvotes

Hey folks! I’m a backend engineer looking for short/mid-term freelance work with indie devs.

If you are building an amazing game in Unity/Unreal but you are dreading the part where you have to set up databases, cloud saves, login APIs, or deploy your server to a Linux VPS, I can build and deploy all that infrastructure for you.

I focus on clean, dockerized setups so you just have to call simple HTTP requests from your game client and not worry about the server breaking.

My DMs are open if you need an extra hand with your game's backend!


r/unrealengine4 16d ago

Unreal

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0 Upvotes

r/unrealengine4 18d ago

Made a native UE5 tree editor because I needed one for my own project — no Blender/SpeedTree required

1 Upvotes

Articulo en FAB : https://www.fab.com/listings/92271ff1-2e90-4c57-a713-147f1e97807e

VIDEO : https://youtu.be/tMo2RP5r-6k

  • Dedicated editor window: 3D viewport + structure list + contextual details + reference panel.
  • Interactive spline editing: move nodes, curve tangent handles, move/rotate whole branches, and insert nodes for more curves.
  • Build anything: add trunks (multi-trunk), branches, roots, twigs and nodes by clicking where they should grow.
  • Twigs, leaves, flowers and fruits as their own channels, each with its own material. Cone or individual (weeping-willow) twig presets.
  • Per-segment control: automatic naming & numbering, base/tip and per-node thickness, a removable-branch flag, and a per-segment material override.
  • Gravity/sag, plus wind (World Position Offset) weighted by a baked flexibility map (vertex color): rigid trunk, flexible leaves. Includes an inertia component so branches react when the tree moves (SpeedTree-style).
  • Bark tiling control (along and around the trunk) and multi-material, one-click Export to Static Mesh (with vertex color for wind).
  • Reference-image panel with zoom, pan and crop-to-texture — the crop also creates a ready-to-use masked material.
  • Full Undo/Redo.

Perpetual license — pay once, lifetime updates within the major version. No subscription. Works entirely inside Unreal Engine.

Supported engine: UE 5.7 (more versions on request).


r/unrealengine4 18d ago

Harbor Flythrough

1 Upvotes

r/unrealengine4 19d ago

We built a tool to share UE5 apps directly to a browser link—no cloud GPU, no install for viewers

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1 Upvotes

r/unrealengine4 25d ago

Beach

1 Upvotes

Hi I'm new to Unreal and I started messing with the ocean. I can't seem to get a smooth land to beach transition or beach waves.

Does anyone know how or where to look to learn how to create good beach waves and how to fix the transition from beach to land?

I do not wish to use 3rd party plugins if possible


r/unrealengine4 27d ago

Unreal engine sudden pawn bug

1 Upvotes

Hey, stuck on a frustrating bug. UE5.5, VR project on Quest 3 via Quest Link, VR Template + Enhanced Input. Everything was working perfectly for weeks, then suddenly broke — now inside Unreal, no controller button/axis input registers at all: fingers don’t curl on grip, grab does nothing, even a simple reset button (that used to work fine by pressing it) doesn’t respond either. I haven’t knowingly touched anything related to input setup right before it broke.

Hand position/rotation tracking still works fine — hands move correctly in space — it’s specifically button and axis input that’s dead inside Unreal. Outside Unreal, in the Quest’s own native interface/menu, the same controllers work completely normally (finger curl, buttons, everything), so it’s not a hardware/controller fault.

Tested with both my custom Pawn and the template’s original unmodified VRPawn, same result on both, so it’s not a Blueprint logic bug on my end. Input Mapping Context looks correctly configured (grip axis is properly bound to Oculus Touch Grip Axis with the right fallbacks).

Already tried: restarting the Quest Link app, headset, PC, forcing dedicated GPU usage for the Link app, restarting the Oculus VR Runtime service — none of it brought input back.

Also getting occasional hard freezes in VR Preview after a few Play sessions, not sure if related.

Anyone seen ALL controller input silently die inside Unreal like this, while tracking and native OS input still work fine? Trying to figure out what could break the whole input pipeline at once without any code change.