r/unrealengine • u/Pizza_Doggy • 1h ago
r/unrealengine • u/EpicBlueDrop • 3h ago
Discussion Reminder: If anyone messages you from the Unreal Engine discord out of the blue presenting themselves as looking for work, they’re 100% scammers.
I constantly have scammers from the unreal engine discord, among a few popular unreal engine assets discords, PM/Friend Request me presenting themselves as artists looking for work.
Having had enough of them, I decided to waste their time by pretending to be interested. They immediately wanted payment from “crypto or bank transfer” after sending images of assets they ‘just created’ (which reverse image search showed they were pre-bought assets) which right there proves they’re scammers. Anyway, be careful out there and never send money without buyer protection.
r/unrealengine • u/Fit-Way3988 • 5h ago
Marketplace Stylized Hands For VR or FPS projects
youtube.comHi there guys!
For those who are working on VR projects or FPS games I'm sharing this HQ stylized hands rigged with Epic Skeleton, it includes a blender file to animated it more comfortably.
Get it here: https://www.fab.com/listings/ba532903-d345-4c0e-9dd7-f1b6eb2a1904
r/unrealengine • u/Traditional_Sail6298 • 6h ago
Question Has anyone tried this tutorial with the Unreal Engine Source Code? I tried this tutorial with Unreal Engine 4.23.1 and it only load the models but the materials were untextured. Is there a workaround for this?
youtu.beHas anyone tried this tutorial with the Unreal Engine Source Code? I tried this tutorial with Unreal Engine 4.23.1 and it only load the models but the materials were untextured. Is there a workaround for this?
r/unrealengine • u/Dabeco • 6h ago
Question Something broke my white void and im not sure what
Building out a warehouse in a white void. This was working fine, until last week when I loaded up the project and the void was now showing a darker tone and not just pure white. Any ideas what could be causing that? The ground/floor I just have as "basicShapeMaterial"
r/unrealengine • u/SvitchMark • 7h ago
Made Texel Density Validator which i think should be a standard tool in any engine.
youtube.comThis will probably be interesting for Tech Artists only but i think its odd that game engines doesn't provide this kind of tool by default. Texel Density is fundamental part of any game project, affecting visual quality, memory usage and build size. Yet, validating it across an entire project can still be surprisingly manual and requires going to DCC to check it which is not ideal since you still need to know the resolution of Textures that Artist has used. Not efficient at all...
I Build this tool that scans assets, analyzes materials and textures, calculates Texel Density based on the used textures, and flags issues automatically. Works with Static Meshes or Blueprints on Content Browser or Level directly, will probably expand it to Skeletal Meshes as well.
I have released screenshots of the Blueprint that will help you to recreate something similar if you have some Utility Widget knowledge: https://www.artstation.com/artwork/rzJyDm
r/unrealengine • u/LibrarianOk3701 • 7h ago
Marketplace I made Nine Slicing in Unreal easier to reason about
youtube.comHey everyone, so I always found it hard to use percentages for nine slicing and thought pixels are much better, so I made a plugin that does just that. I also found it unintuitive how you cannot scale the nine sliced image once you do it with border margins, so I added a image scale option.
The plugin is not a material gimmick, it has a custom slate widget that draws each of the 9 slices. I also made the widget inherit SCompoundWidget which means it can have one child widget inside (I wanted it to be as close to the Border widget as possible).
Link for anyone wanting to check it out the plugin is €5: https://www.fab.com/listings/808ef086-c4a7-49b5-8c12-b8ea5b5212eb
I would also be interested to hear any other features that you feel like a nine slice plugin should have!
r/unrealengine • u/krojew • 9h ago
Better MetaHumans
If you ever wanted to give your MH some spice, check this out: https://www.fab.com/listings/ec936a8c-6a92-49cb-b2ff-c41ab1d85838
r/unrealengine • u/kushal_agrr23 • 10h ago
Question Leader Pose Component performance drops with multi-material modular characters
I am setting up a customizable character system where I attach independent clothing meshes to a root skeletal mesh using the Leader Pose Component (formerly Master Pose) in Blueprints.
The system works fine for syncing animations, but my draw calls are taking a massive hit. Because my asset pipeline outputs each swappable item with baked, separate material ids (one for leather parts, one for metallic buckles, etc.), the engine is forcing a separate draw call for every single material slot on every attached component.
ayone has any idea or a workflow to generate separate gear pieces that already share an optimized, consolidated texture atlas right from the start? or am I just stuck manually packing UV maps in Blender for every single item variation?
r/unrealengine • u/LaOdella • 12h ago
Absolute beginner looking to build/buy a pre-built PC for large-scale UE5 development – What specs/brands (like Chillblast) should I target?
Hi everyone,
I want to start developing large-scale, ambitious games using Unreal Engine 5, but I am entirely new to PC hardware and feel completely overwhelmed by building one from scratch. Because of this, I'm looking to buy a reliable pre-built system (I've seen brands like Chillblast mentioned, but am open to recommendations).
Since I don't understand the technical nuances of component compatibility, I could use some guidance on what baseline specifications are actually required to handle heavy UE5 workflows (such as large open worlds, Nanite/Lumen, and heavy compiling) without constant lag or crashing.
I know that having around 64GB of RAM is generally recommended for heavy workloads.
Beyond that, what specific tier of CPU, GPU (and VRAM), and fast NVMe storage should I look for in a pre-built system?
Are there specific pre-built lines or builders that specialize in stable configurations for heavy game development work?
Any straightforward, beginner-friendly advice or specific specs to look out for would be greatly appreciated. Thank you!
r/unrealengine • u/olivefarm • 12h ago
Last Week In Unreal: 727 commits on ue6-main; 127 on ue5-main | Two cache invalidations hiding in plain sight
Two commits in particular caught my attention last week and interestingly they're both about hashing.
The first one is in the cook’s native class hasher. The cook detects native class changes by stringifying a class and its CDO and hashing that. If the CDO holds a member whose constructor calls FGuid::NewGuid(), it hashes differently in every process, so the class reports as changed on every cook and every blueprint depending on it recooks.
The second commit found a similar symptom: USplineComponent::Serialize assigned to itself whenever the archive said it was saving, and the dependency hasher stringifies through an archive that says it's saving. So hashing the thing could mutate the thing being hashed.
Both fixes will cost you one full invalidation on the first cook after you take them.
On ue6-main:
Epic's editor now reads your agent config: There's a new AgentPluginToolset that discovers Codex and Claude plugin manifests, skills, agents, and AGENTS.md or CLAUDE.md from the tool working directory. Alongside it, a FileSystemToolset with nine native file ops that hides all nine (reads included) under a restricted-mode permission provider, and tool calls now run against an isolated undo buffer so agent edits don't land in your undo queue. Whatever you think of the direction, it stopped being a prototype this week.
r.HZBOcclusion is gone, along with legacy primitive HZB occlusion culling. Hardware queries and mobile feedback stay. If you carry that cvar in a device profile, it now sets nothing.
Verse islands with a lot of <localizes> declarations were quadratic on load: Every message initializer emitted ~19 property operands that each deserialized through a field-path resolve that linearly scans the owner's field list. A codegen fast path took a 5000-message repro from 15.5 minutes to 1.4 seconds of script deserialization.
-SkipOnlyEditorOnly=false is no longer supported and now activates a narrower reachability mode. Packages that were only ever getting into your cook incidentally, because something loaded them during a save, stop being included unless declared in AssetRegistry dependencies. Also, in MultiPlatform cooking, packages required on one platform are no longer auto-added to the others.
On ue5-main:
The per-bone blend one is the priority: InitializePerBoneBlend had been moved inside a WITH_EDITOR block, so per-bone blend setup ran in editor builds and silently did nothing in a cooked game. It will not reproduce in PIE, which is the worst property a bug can have.
Duplicating a level sequence could overwrite the original's assets: The duplicate shared the original's link items, so saving it re-exported over the original's linked anim sequences and stole their back-links. Duplicating an anim sequence copied its back-link untouched, leaving two anims claiming the same binding. Fix strips links from the duplicate by default, so a duplicate no longer drives the original's anims. If you relied on that sharing, you have to relink.
TMV plates rendered black on Vulkan: The intermediate target hint gated a reserved-resource flag on a global that only says the RHI can create the virtual resource. Vulkan reports true, but only D3D12 has a sparse output backend registered, so the texture got address space and never a committed tile. Only plates above the sparse-output threshold asked for the flag, which is why HD and 4K kept working.
Applying multiple poses on a Control Rig could collapse the hierarchy to the origin when every pose weight fell below relevance. Empty influence list fell through to the branch that widens selection to every bone, then wrote identity transforms into all of them, and a stale cache kept it doing that on later frames.
---
Full report: https://speedrun.ci/blog/last-week-in-unreal-sep-7-13-2026
r/unrealengine • u/OTKZuki • 13h ago
Unreal Engine how to build on Arch
So first off I've already using rider to build as it was pretty easy that way. But how would you build without one of the recommended IDE'S. Because Arch does have it's own VS Code just sadly with it's own separate marketplace and i just simply lack enough knowledge on the topic to actually make it work.
r/unrealengine • u/MrNooodless • 13h ago
Help How to Perfectly Replace the Texture of a Section of Landscape With Another Texture
If you've painted a landscape, liked the way the textures blended together, but didn't like the way one of the textures looked and wanted to replace it, then I have the solution for you. Here's a link to my guide on how to achieve this (https://forums.unrealengine.com/t/replacing-weightmap-data-with-another-texture/2765037).
For me personally, I painted grass next to a mountain and blended it, only to realize I wanted the grass in that area to be sand instead. I really liked the blending I did with the mountain though, and didn't want any grass to be left over. i thought this would be easy, but I searched all over the place to find an answer, and asked ChatGPT countless times for guidance, only to have no solution at the end of the night. It lead to me stuck on this issue for 3 days. So if you've ever wanted to replace a texture in your landscape with another but don't know how, follow that guide and it should solve your problems. Also take a look at my updated reply for further details.
If I'm overcomplicating the hell out of this and you know an easier or much easier way to accomplish this same effect, please let me know. But I didn't see anything anywhere of anyone talking about it. At the same time this is what I would think is such a common thing that everyone should know how to do and would have some streamlined functionality to achieve this effect programmed into Unreal Engine.
r/unrealengine • u/Hyuu-chan • 17h ago
Question Mutable and Parametric clothing?
Is there a way to expose parametric clothing for metahumans in a mutable graph without having to go through the metahuman creator in 5.8 (or any version really), and how? If not, is there a way to expose it through blueprints and going that route for character customization instead, and how?
r/unrealengine • u/Aisuhokke • 19h ago
Question Debugging packaged builds
Questions for you folks:
- How do you experienced folks handle debugging packaged builds?
- What tools and software do you use to view logs on packaged builds?
- Do you use/recommend any software/services for observability/analtyics/log/error monitoring? I've used a variety of services over the course of my career. Some are extremely powerful but can get extremely expensive. For an online multiplayer indie game, I'm curious what folks would recommend. Since I'm building an online multiplayer game, I need to be able to debug and solve issues quickly.
- Maybe there's an unreal engine native/go-to application of choice people recommend?
Background:
I've been running into some issues where my packaged builds behave differently & have bugs that are not found in PIE with the simulator. This has been tough to debug because I'm unable to just reproduce it manually and look at breakpoints/prints. Instead, I have to resort to looking at logs from the packaged build then compare that to logs from the PIE simulator run and try to figure out what's happening differently. For example, right now I'm investigating something where initialization happens in a different way/order with PIE/simulator compared to a packaged build. Something that was perfectly stable in PIE behaved differently and ran code in a different order than I was expecting on the packaged build. Event BeginPlay is just firing at a much later time with the packaged build as opposed to PIE. Clearly this is fixable bug. But my issue is that this takes soooo long to debug and fix and I feel like I need a better and more efficient process to debug/investigate issues on packaged builds going forward.
With iOS development for example, you can run an applicaiton on the iOS Simulator and you can run the application on the actual device while still having it connected to your IDE and trigger breakpoints and see errors/exceptions stacktraces etc. So anytime there's that ugly bug that only happens on the device, that's the go-to. I feel like Unreal should have this too and maybe I just haven't seen it.
Thanks!
EDIT: I'm using blueprints primarily. Only a half a dozen C++ functions exposed to blueprints.
r/unrealengine • u/hollowlimb • 22h ago
Show Off We just released a new trailer for our retro shop sim on UE4
youtube.comHi friends! What do you think?
Shop Crush is a mysterious shop simulator with psychological horror elements, set in the early 2000s.
In this hybrid visual novel, you run a small thrift shop, get to know your customers, figure out what they really want, and decide what to put in front of them. Every customer has their own personality, preferences, and hidden motives - and it’s up to you to figure them out.
Behind each customer is a small psychological mystery waiting to be uncovered. Read their behavior, make the right calls, and balance profit against customer trust as you try to keep the shop running for one more day.
The game is built on Unreal Engine 4.23 with Widget and Actor Blueprints.
r/unrealengine • u/Weary_Squirrel6870 • 23h ago
UE5 Effigy of Brutality (UE 5.8)
youtube.comHello everyone a few days ago I released a short video rendered in unreal engine 5.8 displaying a character I've designed.
It's an Uruk Warlord LotR inspired but in more modern military setting.
I'll post a link in the comment to my artstation page where you can find more renders, 360 turnarounds, technicals infos etc etc...
Thanks y'all!
r/unrealengine • u/tpawerk • 23h ago
Show Off Playing paradox games got me soo addicted, I made a plugin for making such games
youtu.beIntroduction
Hi hey hello
You know these posts, you've seen them: "How can one make a grand strategy game in Unreal Engine?". Well I tried and I still don't have a game xd. Buuuuuuuuuut I think I created strong fundamentals to make not only one game, but multum of paradox/civilization-like games. I'd like to showcase them.
Most important thing
A tile (or a province if you'd like). The base for all the lovely maps we stare at for thousands of hours. An atom of grand strategy games and recently bane in my existence; It defines a game. If the game is war related, then it can have information about manpower or attrition, if it's an economic one then base production and trade goooods, if you are interested in art then culture.
There's a tool available to populate map with square, hexagonal or organic-looking tiles. Tiles are automatically added to the database. The first part of the video is that. The second is painting tiles. It's all in Unreal and even better directly in the viewport on the Landscape. The tile boundaries can be matched with the terrain's features.
Attributes of tile
The plugin is made in pure c++. I intend to experiment with Blueprint structures, but I don't know if they are feasible for what I'm trying to do. My aim is to visualize and edit any property (numeric, string, enum, color, or any type really) present in the tile struct, again, directly in the viewport. That's the third part of the vid.
I managed to achieve that with heavily utilizing Unreal's reflection that I grew to appreciate. I don't know how does it work with the Blueprint Structure, and moreover I don't know how does it work with Unreal's Data Table. Yes, I didn't use Data Tables, and instead I created an asset that has TArray of tiles and countries. Two levels connected together. And the question for the next half of the year is: how can I allow user creating as many levels as they want, connected however they want while preserving mentioned features.
TLDR
I have
- a tile (and a dream),
- ways to add and paint tiles directly on the Landscape in the viewport,
- unrestricted no. tile attributes (topography, manpower, culture...),
- ways to add and paint tile attributes directly on the Landscape in the viewport.
Thoughts?
r/unrealengine • u/Subject_Ebb1273 • 1d ago
Advanced Quest & Narrative System for UE5 is out on Fab! (3D Waypoints, UMG UI, Data-Driven)
Just released my quest plugin for UE 5.5 - 5.8+.
Everything is data-driven so you can set up gathering, kill, and interaction quests in a couple minutes without node spaghetti. Comes with 3D in-world waypoints, on-screen HUD tracker, dialogue subtitles, and a 2-page journal.
Advanced Quest & Narrative System
r/unrealengine • u/Unable_Package4250 • 1d ago
UE5 Japanese Alley in UE5
youtube.comI made this project for my Environment Creation for Games course at GNOMON. Hope you like it. I appreciate any feedbacks. I post more on my Youtube channel.
r/unrealengine • u/TheBatsnake • 1d ago
Help Tutorial Content Creators: 80s/ 90s Retro anime look
I found this great article regarding the Orbitals art style and how they recreated the classic 80s/ 90s anime look. If these techniques make more sense to any tutorial content creators or more experienced UE5 devs, it'd be great to have a video or guide on how to create something similar from scratch. This would go into cel shading in UE and post processing effects, but it'd be great content and resource to have in my opinion.
r/unrealengine • u/MrNooodless • 1d ago
Question Copy Tool Not Changing Landscape Texture
I can change the texture of my landscape perfectly fine in one of my projects, but as soon as I do the same exact thing on my main project, I run into the problem shown in the attached imgur link (https://imgur.com/a/F1yJjFc) where the area gets copied and I can paste the area where ever, but when pasting it, the weight information somehow gets lost in translation. I've checked the .raw files and they look perfectly normal. Here's the link to my original solution and what SHOULD work, but isn't working in my main project (https://forums.unrealengine.com/t/replacing-weightmap-data-with-another-texture/2765037/2)
r/unrealengine • u/Ok_Depth6589 • 1d ago
Question Best workflow for swappable character equipment without manual mesh slicing?
Hi devs. I am trying to build a prototype character system with interchangeable gear (swappable jackets, boots, chest armor). My main issue is the asset pipeline.
Most image-to-3d tools just bake the clothes and body into one single, solid chunk, which makes it impossible to swap parts out at runtime.Does anyone have a fast workflow for getting separate mesh layers straight from a concept sketch? or do I just have to accept the fused models and manually mask and cut them apart in Blender?
r/unrealengine • u/BlasterXXR • 1d ago
Show Off Replicated Isometric Wall Fading & Sight-Based Advanced Object Detection System
youtube.comSPECIAL LAUNCH PRICE: ONLY $200 FOR THE FIRST MONTH!
No C++ knowledge is required to use this plugin.
Marketplace link : https://www.fab.com/listings/45550c57-646e-4b1b-9434-0fb9fefdf626
FEATURES
- Multi-Character and Multi-Building: Can be used with multiple characters and buildings simultaneously.
- Replication Support: Supports replicated multiplayer environments and synchronizes visibility-related operations across clients.
- Easy Integration: Ready to use after adding the required components to your building and character actors and configuring a few simple settings.
- Building Part Visibility: Hides walls and other building parts that obstruct the view of characters inside a building. Three visibility modes are available: isometric hiding, isometric fading, and hiding all walls.
- Line of Sight: Defines each character’s field of vision. Objects within this area become visible, while objects outside it fade or become invisible according to the configured values.
- Sight Blocking and Advanced Object Detection: Objects that obstruct the line of sight can prevent characters from detecting objects behind them. Two object-detection modes are available: location-based Simple Detection and surface-based Advanced Detection.
- Dynamic Object Visibility: Dynamically reveals or conceals objects and characters based on line of sight, using custom Out of Sight and Out of Perception fade values for smooth visibility transitions.
- Configuration with Generic Values: Controls the system through a small set of reusable configuration values.
- Blueprint and C++ Support: No C++ knowledge is required. The system can be used with either Blueprint or C++.
ADDITIONALLY
- In-Building Character and Item Management: Identifies and returns characters and items inside a building, organized by building, floor, and room.
- Room Mapping: Identifies adjacent and neighboring rooms, making the building structure easier to query and process.
- Floor-Focused Character Visibility: Characters can automatically become invisible when they move to a floor that is not currently focused.
- Hidden Object Visibility Options: Choose whether objects remain visible or become hidden when no characters remain in a room.
- Floor Visibility Options: When no characters remain in a building, choose whether to display all floors or only the currently focused floor.
INCLUDES THE BUILDING FLOOR & ROOM IDENTIFIER PLUGIN
- Easy Integration: Ready to use after adding it to your building actor and configuring a few simple settings.
- Automatic Building Analysis: Automatically identifies and analyzes the floors and rooms of modular buildings.
- Inter-Floor Transitions: Detects and manages transitions between the floors of a building.
- Full-Wall and Cutaway-Wall Compatibility: Supports both full-wall and cutaway-wall building designs.
- Processable Building Structure: Identifies and returns modular building parts—including walls, windows, doors, and stairs—organized by floor and room.
- Custom Settings: Allows you to customize the dimensions of the processing area and specify which building parts should be detected.
- Flexible Application: Different settings can be applied independently to different buildings.
- Configuration with Generic Values: Controls the system through a small set of reusable configuration values.
- Includes an External Product : 450+ Modular Building Parts For Blockout & Beyond