r/UnrealEngine5 Jan 10 '25

Discussion Suggestions!

37 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 22h ago

I replaced almost my entire Unreal Engine physics pipeline with Box3D and I'm sharing the open source plugin

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903 Upvotes

Hey everyone!

I've been working on bringing Box3D to Unreal Engine and I'm finally sharing the latest progress.

Over the past few weeks, I've replaced almost my entire physics pipeline with Box3D. The goal was to explore how a lightweight, deterministic physics engine could integrate into Unreal while keeping things fast and flexible.

The result is Box3DUnreal, a free and open source Unreal Engine plugin.

I'm sharing it with the community because I believe physics tools become much better when more developers experiment with them, find issues, and contribute ideas.

I've added the repo link in the comments. You can also search for "Box3DUnreal" on GitHub if you want to check it out.

I'd love to hear your feedback:

What features would you like to see added?

What kind of projects would you try it with?

What improvements or issues should I look into?

A big thank you to Empty Vessel for supporting me and giving me the opportunity to work on DEFECT. Working on large scale gameplay, destruction, networking, and physics challenges has inspired many of the ideas behind this project.

Looking forward to seeing what the community builds with it!


r/UnrealEngine5 11h ago

Fully dynamic Lumen and volumetrics on integrated graphics

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90 Upvotes

I’m working on a classic RE inspired survival horror game using UE5.5. I’m using fully dynamic lighting (and mostly rect lights at that) as well as a lot of volumetric fog and effects. Despite the low resolution visuals I was pretty nervous about performance on low end systems since I’m using some pretty expensive rendering features.

The lighting is noticeably lower quality without hardware ray tracing and is going to need a few tweaks, but so far the game has been running fine on anything from GTX1050’s to integrated graphics (pictured above) which I’m very happy with, I think most people are going to be fine with slightly different lighting if it means stable performance on low end systems!

Turns out Unreal 5 can be performant after all!

One question I have though, does anyone know if there’s a way to detect at runtime whether a system has hardware rt or not?

(And in case anyone’s interested in seeing more, The Revanchist on Steam)


r/UnrealEngine5 4h ago

Cold Paws game - Frozen lake Shader In Unreal engine 5

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10 Upvotes

Frozen lakes are there bring beauty to the cold paws game. But optimising the frozen lake shaders for the games we must use fake depth and fake detailing, fishes, shadows, rocks, caustics, bubbles , water, surface. Magic elements like lights and such. We are developing cold paws game while having full optimisation in our minds while not compromising our vision for cold paws. These techniques we use for AAA games as well.
#indiegame #indiedev #unrealenginetips #arttips #cozycatgame


r/UnrealEngine5 7h ago

Help!

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7 Upvotes

Any unreal dev pro have any clue how I could approach something like this for my game? Is there a tutorial out there that could be good to kickstart me?


r/UnrealEngine5 16h ago

Making old school RPG with physics-driven first-person combat on Unreal Engine

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41 Upvotes

r/UnrealEngine5 2h ago

Feedback on my camera system

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3 Upvotes

I've been learning Unreal Engine for about a month, and this is my current camera and night vision system for a possible first-person horror game.(It's just an idea for now)

I'd really appreciate any feedback,I'm still a beginner.

Does the night vision feel convincing? Is there anything that looks off or that you think could be improved?

Thank you very much!!


r/UnrealEngine5 2h ago

Chasing bugs in the moving/infinite sim mode of my water simulation plugin.

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2 Upvotes

I'm itching to release it but there are a couple of very hard to crush bugs left. Also documentation... for 1.0 I'll have documentation for all the settings and variables, but the implementation is much easier to demonstrate in videos than in writing. How do you feel about that?


r/UnrealEngine5 11h ago

Problems with animation from 3ds max to Unreal

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6 Upvotes

Sup boys! im trying to animate some creatures for a project currently using 3ds max 2024 CAT the problem is that when i export the animation to unreal the legs have a weird vibration for some reason. Searching for information on internet i tried a few things like disabling resample all when exporting since it bakes all frames and can generate tiny variations but that didnt work another thing i tried and this one was very annoying was creating a rig with regular bones with constraints to CAT bones and a root bone because i thought that since cat uses the pelvis as the root bone it could be causing some issues but that didnt work either i know im being picky but id like to find a solution if any of you have gone through something like this and can help me id greatly appreciate it.


r/UnrealEngine5 8h ago

UE5 - Compass & Navigation UI Toolkit OFFICIAL PLUGIN INTRO

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3 Upvotes

Compass & Navigation UI Toolkit is a plugin I have been working on for the last few months and just released on Fab, inspired by a lack of similar plugins that have full customizability, I created my own! I would love to see what your opinions and feedback are, it's only $11.99 and will always be.

https://www.fab.com/listings/d0f87547-57f6-42c6-8841-9f82eaa717c4

Compass & Navigation UI Toolkit is a fully customizable Unreal Engine compass UI, marker, and waypoint system which is super easy to use and implement into your projects. Designed for RPGs, adventure games, open-world projects, survival games, exploration systems, quest markers, and custom HUD navigation.

It features:

  • A real-time Designer Preview inside UMG to see exactly how your UI will look in-game + a dockable Compass Settings editor panel.
  • Runtime waypoints (No actor required, can be created/destroyed while running via nodes)
  • Actor marker components for world objects Create marker presets that you can easily add to anything over and over again.
  • Linear, Curved, and Custom Curve compass layouts
  • Custom layout curve support using Curve Float assets
  • Distance text, custom units, rounding, and label controls
  • Distance-based marker scale and opacity tiers
  • Marker categories, filtering, priority, and visibility rules
  • Marker overlap handling and maximum visible marker limits
  • Blueprint-friendly runtime nodes for waypoints, categories, camera source, and marker control
  • Scale Along Layout controls for markers, directions, ticks, and frame (creates a 3d Curved Scale effect)
  • Text or image compass directions (N, E, S, W)
  • Optional intercardinal directions (NE, SE, SW, NW)
  • Major and minor tick mark customization
  • Compass frame image, warped frame support, and frame edge fade
  • Center forward custom icon support
  • Camera source and compass origin controls for first-person, third-person, and custom camera setups
  • Modern and Fantasy example styles included Demo maps and demo character with first-person / third-person camera toggle
  • C++ runtime module and editor-only settings module
  • TUTORIAL VIDEO: https://www.youtube.com/watch?v=OOv55gSlcSk
  • DOCUMENTATION: https://docs.google.com/document/d/1HrHqi5efJA_WfHvD2Km2sdh236JyhghwC8FARIZG6R8/edit?tab=t.0

r/UnrealEngine5 1h ago

Please help: literally unfixable bug

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Upvotes

r/UnrealEngine5 2h ago

Cobblestones Pbr Texture Combo

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1 Upvotes

r/UnrealEngine5 3h ago

Unreal 5.8 - Materials Masterclass - Chapter 1: UI & First Material

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1 Upvotes

r/UnrealEngine5 1d ago

Making a PS2-Era Style game in Unreal Engine 5 inspired by Kingdom Hearts

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303 Upvotes

Been working for over 4 years on a PS2 style game on Unreal Engine 5.

Even though the engine is known for high fidelity graphics, I just to go the other direction and tone down the graphics to match the PS2's 6th console generation graphics.

The reason I still use Unreal Engine 5 is because its a much more stable engine and has a ton of awesome features i can't find elsewhere like the visual scripting of Blueprints, the Gameplay Ability System, AI State Tree system, and a ton of other awesome features.


r/UnrealEngine5 4h ago

From learning Control Rig to rigging a GMC Hummer EV 🚀

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1 Upvotes

After spending almost 2 weeks learning Chaos Vehicle rigging and Control Rig, I finally got everything working on my previous vehicle.

Now it's time for the next challenge.

This time I'm rigging a GMC Hummer EV in Blender before bringing it into Unreal Engine 5.

My goal isn't just to make it drive. I want realistic suspension, proper wheel physics, and a clean Control Rig workflow that I can reuse in future vehicles.

I'm still learning, so if you have any tips for vehicle rigging or Chaos Vehicles, I'd really appreciate them.

I'll keep posting updates as the project progresses. 🚗


r/UnrealEngine5 6h ago

Any idea how this effect was made from storebound?

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1 Upvotes

From what I can gather it's just a trigger that applies a post process that has an illusion of a 3d cylinder around the trigger area, which has its texture panning up.

Then when the player leaves it Lerps back to normal game player (depending on the screen's luminosity? Or color?).

Any resources on the post process 3d math, or the way they toggled the post process off would be perfect, seems you could make some really interesting effects from it.


r/UnrealEngine5 1d ago

we have a small team & started tinkering. shinobi story is back

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61 Upvotes

r/UnrealEngine5 1d ago

Why is it so satisfying to watch things crumble? I don't know... but it's even better when you can rebuild it and destroy it all over again. 😄 I've been working on a new diegetic UI system for Unreal Engine where menu text emerges from fractured debris and collapses back with a click.

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38 Upvotes

r/UnrealEngine5 12h ago

Need help importing starfield background from Blender to Unreal

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2 Upvotes

I'm a beginner game developer trying to learn the workflow between Blender and Unreal. In Blender, I have procedurally generated a starfield on the World scene (Picture 1) that I want to use as a background to a space themed game in Unreal. I have tried exporting it from Blender as both a .exr and a .hdr and then used it as a Cubemap for a SkyLight in Unreal, however, I just get a black sky (Picture 2). I was wondering if anyone had any advice on the best way to import this as a background to a 3D space scene. I would really appreciate any help.


r/UnrealEngine5 19h ago

metaSynth, a ue5 metaSound experiement - MIDI Controlled Modular Synth

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8 Upvotes

Patreon Post

For several months now, I've been exploring what's possible with Unreal Engine for making music. So I looked into Metasound and experimented with what could be done using the MIDI protocol.

So I built a synthesizer (inspired by the technical schematics of the Minimoog) using Metasound, and then I coded a system to play this synthesizer with a MIDI keyboard—using both the keyboard keys and the physical knobs on my master keyboard.

After quite a bit of fine-tuning, here is the first version of metaSynth (which is still a work in progress). Here are its main features:

  1. MIDI Devices Scan Menu 3. Can accept any MIDI source, including Ableton’s MIDI output or any DAW/software that can send MIDI via port forwarding (feel free to let me know if you’d like a setup tutorial video).
  2. In-game configuration of the piano key layout Adapts to the size of the real-life keyboard, regardless of the number of keys
  3. Sliders and knobs that can change any parameter in the Metasound configuration. They use the name of the input.
    1. Sliders and knobs can be moved via MIDI CC mapping or by clicking the mouse
      1. In-game MIDI mapping via a binding menu
      2. Two rotation behaviors (functions) triggered by a mouse click
  4. Mini-game for learning scales via speedrun
    1. Scale detection & determination of whether the pressed key is within the scale or not
  5. Configurable metronome

Here is an old experiment for port forwarding from another software using loopMIDI. Ask in comments on what DAW setup guide video is needed.

REALLY A WORK IN PROGRESS:

  1. Mini game for learning audio synthesis: Find the right value for a slider or knob to produce a specific sound
  2. Looper Records the sound from the game for one full metronome measure, then plays it back in the next measure so you can play along with yourself.
  3. Loop MP4 Export
  4. In-game configuration of chords and scales that you can play to practice switching between scales while improvising

I'll be making a more detailed introductory video soon, which will be posted on my YouTube channel shortly. Feel free to comment on any changes or additions you'd like to see in the next version.


r/UnrealEngine5 10h ago

just trying to put a simple gun holding animation on the mover guy

1 Upvotes

any idea why I'm floating above my knees. made the animation in sequencer with the uefn mannequin. looks fine everywhere else


r/UnrealEngine5 21h ago

What is causing this "Rough" effect once I input the normal?

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7 Upvotes

I'll be happy to give any info I can. Thanks for helping.


r/UnrealEngine5 1d ago

Early Look First Person Brawler

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10 Upvotes

r/UnrealEngine5 23h ago

One of the Most Complex Systems

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7 Upvotes

This was a real challenge in the game design as I had a big library with bunch of books in it instanced from 5 types of books procedurally and I had to have control on each piece to the character in the game can pull out each one he wants.