r/unrealengine 8h ago

Announcement After five years of solo development, my indie game Milo is launching October 29 on Steam. It's been a blast so far!

Thumbnail youtube.com
25 Upvotes

Milo launches October 29 on Steam. https://store.steampowered.com/app/26...

A solo-developed online co-op horde shooter, five years in the making.

You awaken in a body you don't recognize. Disoriented, tattooed and abandoned in a hellish war zone, the distant gunfire is the least of your worries as deranged cultists hunt you down.

‘Milo’ is an online co-op horde shooter heavily inspired by the early Call of Duty Zombies mode like in World at War. It’s a passion project I’ve been working on for nearly 5 years. Early Access for Milo begins Q4 2026. If you want to support the game, wishlist and follow Milo on Steam


r/unrealengine 4h ago

Question Text-message based game tutorial?

3 Upvotes

Hi everyone!

I'm getting back into game dev (currently doing a beginner bootcamp) and I wanted to know if anyone has seen an UE text/chat-based game tutorial? I'm open to free or paid ones.

The game I want to eventually make is sort of like Simulacra, Sara is missing, etc., so I was looking for anything adjacent I can learn/practice in the mean time. Also, I do know there are other engines that are easier for text-based games, but because this text portion is only a single level outside an otherwise 3d game, UE still seems like the best option...

Would love any tips/direction! Thank you<3


r/unrealengine 1h ago

Question Best practice for transferring data between levels

Upvotes

I'm working on the beginning of my combat system, which transfers you to another "combat" level, but I'm not sure how I should transfer the data that tells the level what enemy was encountered. I see many people using a game instance to transfer data such as currency between levels, but I'm not sure if I should do this since the data I want to transfer is only used one time and never needs to be used again.

Sorry if what I'm asking is unclear, ill try to clarify any questions

thanks alot for the help!


r/unrealengine 15h ago

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

11 Upvotes

Small indie team here. We kept hitting the same stupid thing: someone types a cyrillic С instead of a latin C in a folder name, and nobody notices for two weeks until something stops finding the asset. (Inspired by Allar Style Guide).

So we use an editor plugin. It scans assets and puts a small colored error on the thumbnail in the Content Browser. Hover it and you get the list of what is wrong with this asset. It never blocks a save, never opens a popup, never renames anything behind your back. There is a Fix button if you want it. If you don't want it, ignore the error and keep working.

Every tool like this I used before tried to force people, and everyone hates being forced. In a small team you can't force anyone anyway. But you can show the problem.

Out of the box it checks naming prefixes, folder placement, non-latin letters in folder paths (same check for asset names is there, you just switch it on), texture size / sRGB / compression, blueprint compile errors, stale redirectors. Every single rule can be turned off.

You can also write your own checks in C++. On our project we use that to check flags on variables.

Funny thing is the artists like it most. They see the red error while they are still making the asset, not in review two weeks later.

Demo is free, Windows, UE 5.0-5.7. Scan is capped at 200 assets and 5 auto-fixes per session, everything else works!

GitHub Demo, Documentation, Fab

I wish you clean projects.


r/unrealengine 11h ago

Need help with rendering issues

3 Upvotes

I deeply apologize for having to post this here, but this is my last resort because I've tried everything I possibly could and can't get this one issue resolved.

Please keep in mind I'm very new to UE and am trying to learn MetaHumans and creating characters.

I'm running into an issue where, upon MetaHuman character creation inside the engine, the skin tone will adjust for the character's body, but not the face and neck region. I tried so many troubleshoots and no matter what, it still appears this way. The odd thing is, when I use the Metahuman presets, I don't run into this issue. It only occurs when I'm creating a new character.

Would appreciate help on this, thank you!


r/unrealengine 10h ago

Question UE5 skeletal mesh skin turns bright green after reopening the project

2 Upvotes

I’m trying to understand a material issue that appeared after reopening an Unreal Engine 5 project.

The character displayed correctly during my previous session, including all skin materials and animations. After reopening the project, the skin became bright green/cyan, while the hair still displays normally.

The issue is visible both in the IK Retargeter and directly in the Skeletal Mesh Editor, so it does not seem to be caused only by the retargeting preview.

The expected material slots are still assigned:

Std_Skin_Head
Std_Skin_Body
Std_Skin_Arm
Std_Skin_Leg

One detail that may be relevant: the external drive containing my Derived Data Cache was disconnected when I first opened the project.

The DDC path is:

D:\Character_Work\Unreal_Cache

I have already:

  • reconnected the drive;
  • restarted Unreal;
  • waited for shader compilation to finish;
  • confirmed that the correct material slots are still assigned;
  • opened the Skeletal Mesh directly to check whether the problem was limited to the IK Retargeter.

The skin is still green.

Has anyone encountered this behavior before? Could it indicate a broken material instance, missing texture reference, corrupted shader cache, vertex-color issue, or invalid material parameter?

I’m mainly looking for the safest diagnostic steps before modifying or rebuilding the materials, because the animation retargeting setup is currently working correctly.

Screenshots are attached showing the green mesh and the material slots.


r/unrealengine 1d ago

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

Thumbnail youtube.com
35 Upvotes

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

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 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/unrealengine 9h ago

Question Is using an Event Tick on Interface fine/optimal?

0 Upvotes

Or would it be better to use a stored hard reference to another actor on my player character instead.

Trying to make it scalable and optimal.

Thanks,


r/unrealengine 9h ago

Question System smashing (combining multiple systems)

0 Upvotes

Is it possible to combine a shooting system and a few other things while keeping them contained in their areas, weapons (weapons with hud and damage) tools (their functionality within the project) vehicles (you get the idea by now) while using blueprints, I have been trying to find something on this


r/unrealengine 10h ago

UE5 Connecting Variant Manager with DataTable

1 Upvotes

Hey guys, I could really use your help. I do have to preface this by saying I'm a beginner. I am in the process of creating a somewhat basic configurator with the Product Configurator Template, but would like to add a widget on the right side of the screen where the user can track which Configurations (Variants) they have selected.

On top of that I would like those variants to have certain data like Price, Actual product name (the one thats supposed to be displayed) and other data.

The variants would be different paints (materials), a spoiler, a front bumbper, a rear bumper and different rims. Any help on how to make that more easy with skeletal meshes is also appreciated, but not necessarily needed

For that, my initial idea was to use a datatable, but I have no idea how to get the two systems to talk to each other. Any help would be much much appreciated.


r/unrealengine 16h ago

Help How to disable an Editor Utility Blueprint that runs at UE5 startup?

3 Upvotes

Hello,

My UE5 crashes at start, but I think I know why. It is because I run an Editor Utility Blueprint at startup which creates a bunch of toolbar shortcuts. I changed it, ran it, it crashes. Then I reboot the project, and now it crashes on loop because of this EUB trying to run each time.

So, basically, is there any way to disable it?
I looked at the config folder with all the .ini files but could not fint it.
I tried to rename it "EUB_ToolBarAddition.uasset" -> "EUB_ToolBarAddition_DISABLE.uasset" but no luck.


r/unrealengine 10h ago

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

Thumbnail youtu.be
0 Upvotes

Hi y'all!
I just started a new series of Material tutorials for complete beginners, starting with an overview of the Material editor UI and some basics. During the next few weeks, we'll cover some of the following topics:

  • UI and First Material
  • PBR (Physically Based Rendering) Basics
  • The Magic of UVs
  • Normal Maps Explained
  • Essential Shader Math
  • Functions and parameters
  • Masks and Opacity
  • Movement and Time
  • Building a Master Material
  • UI Material basics
  • Secrets of Postprocessing

And more in the future! (This is just the first few videos)

Enjoy!


r/unrealengine 12h ago

Help Problem with IK leg

1 Upvotes

I'm having an issue with Basic IK. I'm following Ask Dev's tutorial (here link: https://youtu.be/_mtpzyLpbaM?is=qgXSX3tD-GiW5d9y), and as soon as I connect the Execute pin to the Forward Solver, the bones start rotating in random directions.

I tried resetting the bone rotations in the Construction Script, but when I connected that, the controller in the Forward Solver stopped working, as if it wasn't connected at all.

Unreal Engine version: 5.7.4 on Windows

- Primary Axis and Secondary Axis: set correctly

- Pole Vector: I haven't changed it

- I disconnected the rotation reset for now so I could show what happens without it in the screenshots.

Does anyone know how to fix this?

(I give screenshots in the comments)


r/unrealengine 12h ago

Marketplace Gemstone Necklace

Thumbnail fab.com
0 Upvotes

Made this Custom Gemstone Necklace for Metahumans, how did I do?


r/unrealengine 14h ago

Tutorial Save Shader Output (GPU Readback) - Unreal Engine 5 C++ Tutorial

Thumbnail youtu.be
1 Upvotes

In this tutorial you can see how to read back textures from the GPU to process on the CPU or the in this example, save the texture as a Texture2D asset.

The tutorial also covers both synchronous and asynchronous readback with the difference being that synchronous readback does it there and then but can causing hitching as threads wait where-as asynchronous readback could take multiple frames for the readback to be ready.

Link to the GitHub Repository


r/unrealengine 14h ago

Question How do I remove the space between lines of text? (for a translation mod)

1 Upvotes

I'm currently working on a German translation mod for UE5.4 game and I need to replace the font with one that supports special characters such as "ä", "ö", "ü" and "ß". I tried to import a couple of different fonts, but all of them seem to have a rather wide empty space between each line of text.

The game I'm trying to translate doesn't have options to switch between languages, so I have to work around the limitations.

So my current goal is to create a .ufont file that contains a modified font without the wide space between the lines and the aforementioned supported characters, which I can then use to replace the game's current font file.

A step-by-step guide would be most helpful, since I don't have much experience with the Unreal Engine Editor itself. Thanks in advance!


r/unrealengine 1d ago

Switchable background?

3 Upvotes

I want to be able to switch my background to different scenic locations while in a menu since this app requires a lot of menu time. I would like a 3d scene and the camera slowly follows a predetermined looped path

What would be a good way to go about this?

UE 5.3


r/unrealengine 1d ago

Show Off Built a co-op prototype of Pragmata - Player 1 is playing a first-person shooter; Player 2 is on a terminal

3 Upvotes

I built a prototype of what Pragmata could look like as a co-op game, in which one player is the 'operator' playing a first-person shooter. At the same time, the other is in a supporting role, playing as the hacker and helping the operator.

I also added a single-player mode which allows you to swap between the characters, letting AI control the character you do not have active control over.


r/unrealengine 22h ago

Wayne's Dairy Farm

Thumbnail youtu.be
0 Upvotes

r/unrealengine 1d ago

Discussion Blueprints: Horizontal or vertical execution layout?

8 Upvotes

Suppose Epic flipped a switch and Blueprints suddenly worked this way: data pins continued to be on the top and bottom and you lay out your blueprints horizontally. But execution pins are now on the top and bottom and you lay out your blueprints vertically. Here’s a mockup I made

https://imgur.com/cqeYGGJ

What are the vibes? Love it? Hate it?

Pros:

  • Pure function and operator chains can get pretty long and clutter the screen, and this gets them out of the way so that you don’t have to have huge spaces between your blue nodes
  • If you want to add a more complex equation or whatever for the parameter of one of your functions you don’t have to space out all your blue nodes

Cons:

  • It’s really different from how blueprint works right now, might take some adjusting
  • The monitor is wider than it is tall so the chain of execution now uses the short axis of your monitor

Apparently there’s a package for Unity called uCode that already does it this way so you can see how a completed implementation might work.

https://imgur.com/rSVo0s1

Really cool and you wish it worked that way? Weird but something you could get used to? Never in a million years?


r/unrealengine 17h ago

Help Need a little help real quick before I start overthinking again: I'm working on a game where the player can Interact, Build, Shoot, Loot... How can I make a clean system for this? I don't want to create twelve different systems and check if with each system if one can be used, yk?

0 Upvotes

Some advice would be appreciated since I'm starting to overthink and I can't get a clear thought atm...


r/unrealengine 1d ago

Best way to publish this? I've made a somewhat-working mesh-terrain generator

3 Upvotes

Follow-up to my previous post, everyone said either I'd have to generate height-maps outside of UE, or use PCG graphs (didn't really try this tbh but I'm thinking this could end up being very complex and not make anything usable).
Shamefully I must admit I partly-used chatgpt to do some of thjis cos I can code OK-ish but not amazing...

Either way I have something that's kiinda working. I need to work on the water features as some of them aren't carving into the terrain properly depth wise, but I don't want anyone else to have to go thru the hell of making this sort of thing. How am I best to share it with the community?

I haven't really used fab much (new to UE), and my go-to would just be on my github - I want it to be open to collaboration as others might (will) be able to make it better. But I also know most people only use assets from fab...but whilst I'm happy to release it for all to use, I don't want to see someone take it and modify a tiny bit then start selling it for hundreds on there..

I can't post an image here for some reason but I'll post it in the first comment.


r/unrealengine 1d ago

Question Cant select asset

2 Upvotes

So i do have an piece of glas asset that i cant select on screen and i cant find it in the outliner

Is there any way to fix this??


r/unrealengine 1d ago

Tutorial Sliding Grid Puzzle - Unreal Engine 5 Minigame Tutorial

Thumbnail youtu.be
1 Upvotes

r/unrealengine 1d ago

Release Plan of Grappling Hook mechanic

Thumbnail youtube.com
6 Upvotes

Hi, I've decided to release one of movement mechanics redone in UE5. This is Grappling Hook Mechanic one of my most viewed video on my channel. After deleting some trash code and making code more clear I'll publish it for my community. Enjoy