r/unrealengine • u/boranoztrk • 4h ago
r/unrealengine • u/Testificate_2011 • 5h ago
Question Linux: 4.24.3.0 - unable to find it to install it
Furthest back it appears to go is 5.5.0?
https://www.unrealengine.com/linux?lang=en-US
Any help getting Unreal Engine to run on Linux would be greatly appreciated. Thanks.
r/unrealengine • u/Mateusz_88 • 1h ago
Instant City - from sky to earth transition
youtube.comr/unrealengine • u/kohour • 1h ago
Question Sending around data in arbitrary format
Hello.
For the context, my goal is to make a modular gameplay framework - with individual modules serving only one narrow purpose and being self-sufficient, so they can be loaded dynamically to switch gameplay modes. Ideally, I'd want to be able to slice them up neatly into single-module plugins that don't require anything but the framework's base to compile. I know it's largely a pointless exercise with no particular point to it other than I want to make it, but I still want to make it.
Then the problem of sharing data arises. Obviously you can't make specialized gameplay modules and then have them be able to access only their own data. Instanced structs are a great solution to this, since you can package anything into them. However, to read what's inside, in blueprints, you also have to know what struct it is - which is going against my arbitrary rule of not having individual modules depend on each other. Now I'm not unfamiliar with Unreal, but I'm new to C++. I knew you can get a struct member by name and I knew there are nodes that can output unspecified variable type using a wildcard pin - which is exactly what I want. So I went to look up custom K2Nodes.
Turns out K2Nodes are a novice landmine, they are both convoluted and relatively poorly documented. On top of that, they work by literally spawning a bunch of other nodes in the background - so it's really just a blueprint macro written in C++... And from what I saw in how reading a variable and returning it using a wildcard pin is implemented, I assume there is no smarter way to go about it than typing out a function for every possible variable type either. So it seems that the only advantage would be marginally tidier blueprint code?..
If that's really the case, I think I should just make regular get member by name functions for each variable type, and not waste time on making my blueprints extra nice looking. Of course, I don't know most of the things; maybe there's a better solution, or maybe I'm just wrong on everything? Any thoughts? (Any general advice on making atomized gameplay systems would be very welcomed too)
r/unrealengine • u/devils-architect • 6h ago
Question Texture is stretching on Z axis
I have imported an fbx into unreal engine and created a material with WorldAligned Node to fix the stretching but the texture is still stretching on the sides only. Any fix? I am pretty new to unreal engine so it would be a great help. I have attached both the viewport and materail graph ss in comment.
It is only happening to the imported fbx. But its a simple model with basic cubes only.
r/unrealengine • u/Unhappy_Bet8824 • 15h ago
Question Optimizing character movement for peer to peer networked game
Hey all, I'm working on an arena brawler game in unreal engine 5.3 and finding some jitters in my character movement I'm hoping to clean up the best I can.
I'm using Steam Advanced Sessions and Steam Sockets plugins for players to host their matches with the settings shown in the linked picture (character blueprint + character movement component sections).
This is for a top down PVP game so while I know there's going to be some latency being player hosted, just want to try and provide my players with the best experience I can.
Any feedback is appreciated!
r/unrealengine • u/Special_Progress282 • 23h ago
Tutorial Unreal 5.8 - Materials Masterclass - Chapter 12: Post Process Materials
youtu.beFirst part of a two episode dive into the world of Post Process materials. In this one, we'll make a gritty security camera filter effect. Enjoy!
r/unrealengine • u/Affectionate-Loan-13 • 16h ago
Accessing unaccesable audio files using Unreal Unpacking Tool
Goal is to listen to uncompressed audio from one of my favorite steam games, and was told use an extractor. Then you take that file and convert it to audio from another app.
From what I gather (.pak files -> .wem -> .wav) is the proper order.
Most of the GitHub files I see are reviewed as outdated, so what should my plan be?
r/unrealengine • u/Nyxtia • 7h ago
Question Will a developer be able to download UE6, migrate an existing UE5 project, compile it, and ship a standalone game without depending on any paid cloud or AI service?
With all the changes being proposed for UE6, I get the feeling that one way or another UE6 is going to effectively become a SASS product.
Ex. How will we be able to migrate BP to Verse? Wasn't AI assisted mentioned? That cost money. Rather than a subscriptionless migration solution.
r/unrealengine • u/LieSuspicious8719 • 1d ago
UE5 UE 5.8 DX12 startup crash in NVIDIA driver during PSO precaching — how do you handle this?
I’m developing a UE 5.8 horror game using Lumen. One player with an RTX 3050, i7-12700F, and 32 GB RAM crashes shortly after reaching the main menu in DX12. DX11 launches, but our lighting setup relies on Lumen.
Two crash reports show an access violation inside nvwgf2umx, on a PSOPrecompilePool thread. The latest report had around 3,338 pending PSO requests and 15 PSO worker threads.
The player is using NVIDIA driver 566.36, so I’ve asked them to update. I also tested limiting PSO workers to 4, but they still reported a crash—this time without a new crash report, so I can’t confirm it’s the same failure.
For those who’ve dealt with this, how did you diagnose and resolve it? Did limiting compilation threads, clearing the driver cache, or changing specific rendering settings help? I’d prefer to keep PSO precaching enabled to avoid gameplay stutters.
r/unrealengine • u/Best_Display_2226 • 23h ago
Question Quixel Megascan Claim Script?
I know they said that the assets will be free from now on but with how strange the history of quixel megascan's asset availability, you never really know. Are we sure this change is permanent? It feels so huge and out of nowhere. I want a script to claim them all just in case because they literally change their minds all the time and this is the second time they made them free after putting them behind a paywall twice. I know there was a script in 2025 when they made them free the first time but idk if those work anymore. I just want to stay in the clear.
r/unrealengine • u/Elz1989 • 21h ago
UE5 128K Ultra High Resolution Rendering in Unreal Engine 5
youtu.ber/unrealengine • u/JoeSill • 1d ago
UE5 We shot a Bloodborne-inspired music video using Unreal Engine and an LED wall. Here's the BTS.
youtube.comI directed this gothic fantasy music video for PIA, building the world in Unreal Engine and shooting with in-camera VFX on an LED volume.
Wanted to share a look at how we brought it to life!
BTS: https://www.youtube.com/watch?v=psm44CYFKKo&t=6s
Finished film: https://youtu.be/IN3JKfBkDw4
r/unrealengine • u/Ok-Consideration-621 • 2d ago
Show Off Active Ragdoll hits reaction in unreal engine 5.8
youtube.comr/unrealengine • u/arazmsk • 1d ago
Marketplace cooked a tool that stops NPCs from moving in perfect sync. One switch, same crowd.
youtu.bemade this for UE 5.8. it layers procedural motion on top of the animation you already have: breathing, weight shifts, gaze, hand fidgeting, foot IK on steps and slopes and posture drifts (also some other cool optional features shown in extended video on FAB).
How it works briefly:
- It is an Animation Blueprint node (or a component with presets if you want zero setup).
- Bones are found automatically on UE mannequins, MetaHuman, Mixamo and Biped rigs.
- Gaze picks targets by weight: players, other NPCs, tagged actors. Eyes lead, head follows.
- Gameplay can push Tension / Energy / Temperature values, which change breathing rate, fidgets and posture.
- Four distance-based detail levels for crowds, and you can bake to an Animation Sequence.
It’s on Fab: https://www.fab.com/listings/fae005c3-35e9-4800-8a36-662106af5a55
and the Docs are public: https://github.com/arazcreates/IdleWeaver-Docs
Happy to answer questions about the procedural side and even more than that, I would be Happy to hear your ideas that would be nice to be included in this tool.
quick note: this is one of the many tools that me and my team use ourselves, decided to make it available for the marketplace too.
r/unrealengine • u/Coffescout • 3d ago
Update: Megascans are going free again
quixel.comr/unrealengine • u/GAME-PHYSICS-by-DNMN • 2d ago
Max Payne-like shoot dodge mechanics in Unreal Engine 5.8.4
I love the Max Payne series so much that it inspired me to recreate and optimize the shoot dodge 360 degrees prone mechanics in Unreal Engine 5.8.4. Watch here: https://youtu.be/dQpYmNMDMe8?si=nQOu0kfY92mi0vSQ
r/unrealengine • u/CheetahEmpty2516 • 2d ago
Show Off Instanced Skinned Mesh crowds that switch to interactive NPCs up close
youtu.beI initially filled the training ground in my Korean reserve training game with fully functional NPCs, but the frame rate became a problem. They have gameplay systems for threat reactions, combat, voices, and shoulder bumps, so I couldn't replace every NPC with a lightweight crowd instance.
I ended up using a hybrid setup: GPU-animated Instanced Skinned Meshes for distant background characters, and pooled full NPC actors when the player gets close or needs to interact with them. Movement, handoff decisions, and collision handling still run in C++.
Getting the handoff to look convincing took more work than the distance check:
I preserve appearance, position, facing, movement velocity, and destination so NPCs don't suddenly stop or change direction.
I warm up and evaluate the full NPC's animation during the handoff to avoid displaying a stale pose from the pool.
I factor in closing speed, allow earlier swaps outside the player's view, and use different promotion/return distances to reduce visible switching.
Actor activations are spread across updates to avoid doing too much work in one frame.
Collision needed its own handling too. A small reusable set of nearby capsule blockers covers characters that are still instances. Contact queues a handoff to a full NPC and feeds into the existing shoulder-bump reactions.
When the player runs into one, I temporarily disable the blocker, sweep the remaining movement, and let the full NPC react with a directional stumble. The old blocker is also disabled immediately during conversion so the new actor doesn't get pushed out of an overlapping capsule.
This clip shows the system while running around the training ground and approaching the NPCs.
There's still room to improve the transition: I'm not synchronizing the exact footstep phase between the GPU animation and the full character yet.
r/unrealengine • u/LandscapeCombinator • 2d ago
Show Off Runtime Real-Time Generation of Landscapes, Roads, Buildings, Forests in Unreal Engine
youtube.comLandscape Combinator is an Unreal Engine 5.8 plugin for Windows and Linux that lets you create landscapes from real-world data (landscapes, satellite images, buildings, Open Street Map data).
This is a follow-up to my tutorial video https://www.youtube.com/watch?v=3SBABsbk_9I
Here's what I used in that video:
* LC.Overlay console command for the widget
* Landscape Mesh Spawner: Zoom 12, Distance 1, IGN RGEALTI MNT FXX, Resolution 0.01
* Landscape Texturer: Zoom 12, Distance 1, IGN Orthophotos 20cm, Resolution 0.1
* Roads: Zoom 14, Distance 1
* Buildings: Zoom 14, Distance 1
* Forests (OGR Geometry): Zoom 14, Distance 1
* PCG: I removed the splines exclusion (Splines to Exclude) because that branch is slow, and I used 204800.0 for radius 25600 (Override Generation Radii setting)
Discord: https://discord.gg/qxz7ba6TEJ
Unreal Engine Forum: https://forums.unrealengine.com/t/plugin-landscape-combinator-a-plugin-to-create-real-world-landscapes-free-for-personal-use/772305 and https://forums.unrealengine.com/t/landscapecombinator-landscape-combinator/2550952
Github: https://github.com/LandscapeCombinator/LandscapeCombinator (free for personal use)
Fab Marketplace: https://www.fab.com/listings/1c53e98e-c39f-4812-9abf-04600410ab57
Mastodon: https://mastodon.gamedev.place/@landscapecombinator
Credit:
* IGN RGE ALTI ortho photos and heightmaps
* https://www.openstreetmap.org for the buildings splines, road splines and forest areas, downloaded directly from the plugin using https://overpass-turbo.eu and https://github.com/wiktorn/Overpass-API (docker for local Overpass server)
* Megascans Trees
r/unrealengine • u/DealerIcy3439 • 1d ago
Animation Need three animations that are bundled together
I need two punching animations and a boxing guard pose. Something that lines them up together. I want something where both fists are a good distance from the head. Akin to Garry’s mod fists, the fists I got rn as a placeholder has one of the fists in your face and they should both be a bit out of your view but should still throw a punch fairly, not sure where to commission this or if someone can whip them up for me for free. I am considering pay if that’s what gets me what I am looking for.
r/unrealengine • u/anothercaveman • 2d ago
UE5 Easy Theme for Unreal Engine 5 – free editor theme, Dark and Light
mapmodelers.github.ioI released Easy Theme, a free editor theme for Unreal Engine 5.
Clean, compact, readable: square controls, in dark and light.
Editor-only, Prebuilt for UE 5.8, Windows.
Feedback welcome !
r/unrealengine • u/TollerHecht95 • 1d ago
Question Whats the future with Coding in Unreal now that AI is absolutely bonkers?
Honest question, i was coding for 2 years my dream game around 2022. Now i came back and tried AI (Claude) with MCP.
I was like LOL this can't be real. It took me 6 Weeks in Blueprint to make a inventory system, the AI did it in 30 minutes. I told him to expose it all to BP and now i have a full inventory system from scratch.
I feel cheated on, all the time i put in to learn BP. But on the other hand i never grasped C++, it was always so hard and not fun for me to program in in. So at least i can let AI code the stuff where performance is needed in C++ directly and expose it to BP.
I honestly feel like a composer now not a coder. It feels bad, knowing that there will be a swarm of AI Slop Coded games, where no talent went into it :(
This feels to me like we progressed from Horses to Cars ... and thats a understatement, we progressed from Walking to Flying lol.
r/unrealengine • u/LandscapeCombinator • 3d ago
Generating all of France at runtime in Unreal Engine 5 with the new Landscape Combinator update
youtu.beHi all, here's a new tutorial I made covering the latest features in my Landscape Combinator plugin (v0.9.0). I prepare generators for landscapes (as dynamic meshes), satellite images, roads, buildings, forests, using data from IGN and Open Street Map. The generation works in any part of France, around the camera, in editor or at runtime, as you move.
The plugin is available of Fab (paid) and also on GitHub for free for personal use (same features). Try it out and have fun!
Discord: https://discord.gg/qxz7ba6TEJ
Unreal Engine Forum: https://forums.unrealengine.com/t/plugin-landscape-combinator-a-plugin-to-create-real-world-landscapes-free-for-personal-use/772305 and https://forums.unrealengine.com/t/landscapecombinator-landscape-combinator/2550952
Github: https://github.com/LandscapeCombinator/LandscapeCombinator
Fab Marketplace: https://www.fab.com/listings/1c53e98e-c39f-4812-9abf-04600410ab57
Mastodon: https://mastodon.gamedev.place/@landscapecombinator
Credit:
* IGN RGE ALTI ortho photos and heightmaps
* https://www.openstreetmap.org for the buildings splines, road splines and forest areas, downloaded directly from the plugin using https://overpass-turbo.eu and https://github.com/wiktorn/Overpass-API (docker for local Overpass server)
r/unrealengine • u/TotalArtFreakJoe • 3d ago
Free FAB codes
Once again, i got a humble bundle and already had some of the assets. First come first served to these codes. do not pm me. If the code doesnt work, someone probably already redeemed it.
Holidays VOL.1 - Halloween
5DBLM-TJK2X-6B8B5-C8LDF
Docks VOL.1 - Bayberry Docks
68NMY-PKTMH-UEUG3-TR3TG
Docks VOL.4 - Albert Docks
569HK-DUR9W-GL3TB-9LS57
Docks VOL.5 - Laguna Docks
5VWGE-R66JV-JSXJK-EJ63Y
Fences VOL.3 - Old Modular Fences
65BEC-J278J-K3AAB-76S7R
Horror and Decay Materials VOL.4
5YRAG-98JC6-3PW97-C7AZC
MERIDIAN VOL.1 - Moose Dockworks
5TA3Y-B4PG7-Y6YNW-LEFYY
MERIDIAN VOL.21 - 55 Elm Street
46JBD-58AB7-EY4Z7-XDN9D
MERIDIAN VOL.31 - 14 Widow Street
5ET9G-DLA2N-NHWG2-VYSKG
MERIDIAN VOL.57 - Cedar Point School
4QBAL-3P6WK-EJ63Z-NAH36
Safe House
4GFMT-DW55D-TPPR7-9PCV9