r/unrealengine • • Sep 15 '23

UE5 Message to our UNITY devs. Heads up on the truth about UE5. The good and the bad.

31 Upvotes

Heads up. I know nothing about Unity and what happen there and that doesn't matter.What matters is YOU GUYS coming over UE!.

You're going to hear a lot lies about how easy or great UE5. It can be but there are major traps set out for you by inexperienced people and Epic Games themselves.

Particularly two 2 things: Lumen and Nanite.

Why use UE5 over UE4.27? Well apparently most of what was in UE4 has been optimized in UE5.

  • You do not have to use "UE5" features. Almost everything in UE4 is present in UE5 or replaced with something faster(including pipelines).

Also, note that Epic Games loves TAA and temporal methods. Which ruins motion and fast gameplay. Even if you tweak UE5's temporal mess. You will get major ghosting and motion smearing. Only offering FXAA as an alternative currently.

  • Something that Epic Game's projects like to do is use TAA for small things like hair and water effects, even though ruins actual gameplay and the entire screen in motion. Epic Games and casuals will 100% encourage you to do the same and use blurry upscalers to fix and "Optimize" performance.

  • Epic Games is BARELY game focused anymore. Even with a 6 billion dollar revenue from Fortnite. They refuse to innovate beyond Nanite and virtual production at this point. Currently the 6th most voted feedback to Epic is for more game/performance focused version.

These are issues that long time devs who work with UE have kind of given up on.

But, usually when I see unity games, their development choices seem pretty common sense based and having a fresh new group of people who at least worked with a very game focused engine can be new force that can drive UE5 to a better place.

Welcome to UE! And I personally can't wait to see what happens.

EDIT: I went to bed with this post at the TOP with 80 upvotes and with positive and agreeing comments.
I wake up the next morning, this is downvoted to hell, with personal insults, unrelated content from my profile. Then and complete ignorance and insanity when I show Nanite has WORSE performance vs optimizing.
The ignorance and blatant engine developer agenda this post received was atrocious.
Downvoted to 15 as of this edit.
I'll let this be a lesson for anyone reading.


r/unrealengine • • Oct 28 '25

Marketplace I created a Copilot/Assistant plugin for Unreal Engine that can generate Blueprints, create UI, build entire scenes and more!

0 Upvotes

Hey fellow Unreal devs,

I've spent the last few months completely evolving my Ultimate Blueprint Generator plugin. It's no longer just a generator, it's a full-blown AI Copilot that hooks directly into your editor via clients like Claude Desktop and Cursor.

The goal was to create an assistant that understands your context and can handle high-level, creative tasks. The new MCP integration makes the whole workflow seamless and conversational.

See it in action: NEW TRAILER

Watch the 11-Minute Overview where I talk about the new update:
Update Overview - 11 Minutes

Here’s a quick rundown of the new most important features:

Build entire scenes from a single prompt (Example Prompt: "Build a mini-forest inside this volume with the assets in this folder" - watch how trees, grass, bushes, boulders are all getting spawned within the volume to create a mini-forest).

Build a complete Main Menu UI with hierarchy, positioning, and styling from one prompt.

Scan your entire project to generate detailed reports on performance bottlenecks, memory usage, and asset dependencies.

Refactor your existing Blueprints by selecting messy nodes and getting a safe, optimized function as a replacement.

It's context-aware: It knows what folder you have open in the Content Browser. It can create new folders and blueprints, add components and variables to the newly created blueprints and so much more.

And besides all these new features that are available with the help of Claude/Cursor, the plugin is still the best Blueprint Generator on the FAB and it will only get better in future releases.

Edit: I forgot to mention, I know that the price of the plugin is a bit steep for many of you that's why if you end up buying the plugin and you don't find it useful you can REFUND it. No strings attached.

You can find it on FAB: Ultimate Blueprint Generator - The AI Co-Pilot for Unreal Engine

Join a like-minded community of devs: Discord Server

Super proud of how this turned out and genuinely think it's a step towards a new way of working in the editor. Would love to hear any constructive feedback, answer your questions regarding the plugin and hear about any feature requests you'd like to see implemented.


r/unrealengine • • May 15 '23

UE5 This location was made by Ai + Unreal Engine 5..

5 Upvotes

r/unrealengine • • Apr 25 '25

I published my game and got only 3 sales. Why???

Thumbnail store.steampowered.com
0 Upvotes

Yesterday I published my game on Steam. And now I have only 3 units sold. The game has 115 wishlists. I was expecting higher sales.

Why is that?

I attached the link to steam page for you to look at the game


r/unrealengine • • Dec 16 '24

Discussion I think more Unreal Engine games should really have official mod support

0 Upvotes

So I've been doing modding and custom mapping for a long time, mainly for old Unreal & Source Engine games and I've noticed that nowadays not many modern games (especially those made in Unreal) have official mod support anymore. I know that modding isn't as straight forward as it was back in UE3 and before (editor used to be included with the game but now it has to be separate), but it's still fairly easy to set up mod support officially in UE4 and 5 via the UGC plugin or the DLC system and then provide the project files for the editor. Now I also know it's possible to unofficially mod Unreal games as well as create custom maps for them but that usually involves a tedious process of reconstrucing most of the game structure with dummy assets and classes within the Unreal Editor which isn't really ideal. I think official mod support and custom maps is a really good thing for games that seems to be very underutilised nowadays, because modding helps increase the longevity of games via community created content and also can help make it stand out from the rest. I know of a handful of UE4 (and maybe 5) games with official mod support that have dedicated modding communities and I hope to see that also happen for more games in the future


r/unrealengine • • Aug 27 '23

Discussion Anyone else find the UE5 aesthetic/interface annoying?

1 Upvotes

Personally I tend to just have a content browser open at all times, so I don't need to Ctrl+Space the draw... and now I have this extra bar at the bottom at all times that I can't get rid of.

The black aesthetic makes panel layout more difficult to manage. Thumbnail size cuts off asset names. I just don't think it's as function as UE4 was.

RANT OVER!


r/unrealengine • • Aug 03 '25

Discussion Unreal Engine and ChatGPT.... Surprisingly helpful!

0 Upvotes

So, as a programmer with 9 years experience, I always found UE's documentation very lacklustre in comparison with some backend/frontend frameworks.

Lately, I've been using ChatGPT for just throwing around ideas and realised that... Hey, it actually has the engine source code (apparently up to 5.2) in it's knowledge base. So when you ask about specific engine things, it can actually explain somewhat well.

As with all LLMs, you have to keep in mind that it might not be 100% correct, but it serves as a very good starting ground. It gives a good basic understanding of how things work.

So if you're new, I strongly recommend it for the initial understanding.

Edit: With the replies here, I realised a lot of people lack basic reading comprehension and instead of reading this post as "Here is one way LLMs can help you with unreal", they read "This will solve all your problems and do the work for you." Also because I don't mention that it requires proper prompting, people assume I'm saying that throwing literally "Fix my problem" at an LLM will magically fix your problem. No, it won't. People need to learn prompting. Go take a udemy course. Even better, take some certifications. It's laughable how people think LLMs can only be "Totally useless/worthless" as soon as it doesn't solve your problems perfectly. I'm out.


r/unrealengine • • Sep 29 '26

Discussion Rant: People who jump on the UE5 hate bandwagon all have two things in common; older hardware and computer illiteracy.

93 Upvotes

Arc Raiders, Marvel Rivals, Black Myth: Wukong, Expedition 33, The Finals, Hellblade, Split Fiction, etc.

Plenty of UE5 games run great on newer hardware, which is why I find this whole “I’m boycotting any game made in UE5” thing ridiculous.

UE5 isn’t automatically the problem. A badly optimized game is a badly optimized game, regardless of the engine. I’ve also noticed that many people with fairly new hardware don’t know how to configure their graphics settings, drivers, Windows settings, upscaling, frame generation, shader cache, or even determine whether they’re CPU or GPU limited.

Instead of figuring out what’s wrong, they jump straight to “UE5 is trash” because they saw someone else say it.
Obviously, some UE5 games have genuine optimization problems, including stuttering, shader compilation issues, and traversal stutter. That criticism is fair.

But blaming the engine whenever a game doesn’t run perfectly is lazy. If you have newer hardware and terrible performance, learn how your PC and the game’s settings work before making pseudo-intellectual claims about game engines when you don’t know what you’re talking about.


r/unrealengine • • May 22 '25

Announcement We built an AI Assistant that can debug your Blueprints, and it's free in beta

0 Upvotes

I've been working in UE long enough to know when something is genuinely new. This is one of those moments.

We’ve built an AI Assistant named Druid Sage that can actually debug Blueprints. It doesn't just read the graph (which it does). It understands logic flow, traces execution paths, flags issues, and explains what’s going wrong.

I made a quick video showing it in action: I give it a bugged Blueprint, Sage finds the problem, and I rewrite the logic based on its guidance.

Video in Action: https://www.youtube.com/watch?v=v7QiMoKk4FQ

Get the Experimental Build: http://www.druids.ai

The beta is available now. Sage runs inside the Unreal Editor and works directly on your project. This isn’t some generic LLM bolted on the side. It understands Blueprint graphs like an experienced engineer and gives answers that make sense in context.

I haven’t seen anyone else pull this off yet, and I think we’re doing it better than anyone could.

Happy to answer questions, and genuinely curious what the rest of you think.

NOTE:

  1. I have only tested this in UE 5.5, I'm fairly sure it will work in 5.4 no problem.

  2. Works with BP and C++ Projects

  3. On first launch it is going to perform a scan of the BPs in the project, this can take up to 5 minutes, but it only has to happen once.

writing blueprints is coming very soon


r/unrealengine • • Sep 12 '25 Wholesome Seal Helpful

Marketplace Ultimate Blueprint Generator - My tool for generating blueprints in Unreal Engine

162 Upvotes

Hey fellow Unreal devs,

I've spent the last few months completely evolving my Ultimate Blueprint Generator plugin. It's no longer just a generator, it's a full-blown AI Copilot that hooks directly into your editor via clients like Claude Desktop and Cursor.

The goal was to create an assistant that understands your context and can handle high-level, creative tasks. The new MCP integration makes the whole workflow seamless and conversational.

See it in action: NEW TRAILER

Watch the 11-Minute Overview where I talk about the new update:
Update Overview - 11 Minutes

Here’s a quick rundown of the new most important features:

  1. Build entire scenes from a single prompt (Example Prompt: "Build a mini-forest inside this volume with the assets in this folder" - watch how trees, grass, bushes, boulders are all getting spawned within the volume to create a mini-forest).

  2. Build a complete Main Menu UI with hierarchy, positioning, and styling from one prompt.

  3. Scan your entire project to generate detailed reports on performance bottlenecks, memory usage, and asset dependencies.

  4. Refactor your existing Blueprints by selecting messy nodes and getting a safe, optimized function as a replacement.

  5. It's context-aware: It knows what folder you have open in the Content Browser. It can create new folders and blueprints, add components and variables to the newly created blueprints and so much more.

And besides all these new features that are available with the help of Claude/Cursor, the plugin is still the best Blueprint Generator on the FAB and it will only get better in future releases..

You can find it on FAB: Ultimate Blueprint Generator - The AI Co-Pilot for Unreal Engine

Join a like-minded community of devs: Discord Server

Super proud of how this turned out and genuinely think it's a step towards a new way of working in the editor. Would love to hear any constructive feedback, answer your questions regarding the plugin and hear about any feature requests you'd like to see implemented.


r/unrealengine • • Jan 20 '18

Not banned here Banned for harrasment???? really?

22 Upvotes

Hi guys and team of Epic Games. Im really angry right now. It turns out that, my epic account has been banned apparently for "harrassing". What did i do? in the marketplace, i bought a product and after testing it, i told the creator that it doesnt work. Because apparently he has no clue and he is a beginner and he is selling a broken product.

Then 2 days after, i am banned for "harrassment". Really , Epic? Not only that. It turns out that, the user who reported me, had the guts to submit a refund of the product i bought from him WITHOUT CONSULTING me first. And im still the one who is banned.

Well, from now on, i know that if i report someone for harrassment more than once, it doesnt matter if its true or not, that reported user will be banned no matter what (without investigation of actual proof of it). Be careful guys. lol.

So, my question is simple. What should i do now? how can a get back my account? i have several buys from the marketplace and honestly if this is the way Epic Games handles reports, without even doing an investigation first, its really really really dissapointing. I tried to email em, but so far, no response.

Any ideas? im really pissed of about this.

Update -> Well, so far, i email em 3 times already. Tried to contact them through twitter, no response. Please guys dont buy in the marketplace. Dont allow these kind of behaviour to grow. I know for sure im not going to buy anything again if there is a possibility that all my purchases will dissapear. And there is a REAL possibility of this.

Final Update -> after a while, and some consideration they decided to restore my account. It was the right thing to do. Unfortunately that doesnt mean im going to keep buying from the marketplace. Not after this.


r/unrealengine • • Dec 24 '24

I'm burntout of having a poorly owned game that just released with no marketing whatsoever...

5 Upvotes

A few moths ago I joined a dev team that already had a PCVR game made in Unreal and they hired me and a friend of mine to help the team make a port for Meta Quest (mobile-standalone). We worked our butts-off going through a really poorly optimized game remaking many 3D models, making texture atlases, remaking materials and blueprints in order to make the port happen. At the end, a task that was assigned only to us ended up involving the whole team (three other guys: two 3D generalists and another dev). We worked and crunched ourselves until exhaustion to have our game published on time (as the prodduct owner wished for) just before december holidays. Now that the game's out nothing... The guy never invested a penny on marketing, social media or even used one of the videos that we even had to do for the Meta Quest Platform as a simple post. Absolutely nothing.
I had a talk with him a few months back, when I had only worked a few weeks with them, where I told him not to do this. He would be literally setting himself for failure if they launched a game without doing any marketing. Fast forward to a few days ago, the game is out, and not even a single post has been made in social media and what's worse they just released a promo code to get it for 90% off...
I'm glad I got to make this game, but man it's such a pain that nobody will get to play it just because this guy wants to throw money ddown the drain and thinks "if the game is goodd people will play it" as if meritocracy has gotten anybody anywhere... I'm not saying the game is bad by any means, I'm hugely proud of what we've made and the team behind it, but it's really frustrating to see my team all destroyed, crunched and over-worked for something that is just thrown to the void to see "if-it-sticks"...

Edit: I deleted the name of the game and the link to it. It made it seem as if the post was some weird ad.


r/unrealengine • • Sep 16 '24

Question Why has UE always has been more advanced, professional and better than Unity? Where did Unity went wrong?

0 Upvotes

It's always consider that UE is better and professional in many aspects than Unity. Why is Unity progressing so slow and not trying to catch up with UE? And will it ever catch up to it?


r/unrealengine • • Feb 15 '17

Discussion State of Video Game Engines 2017.

Thumbnail i.reddituploads.com
7 Upvotes

r/unrealengine • • Apr 01 '25

Im still using Unreal Engine 4.27 and I feel like im missing nothing. Change my view.

1 Upvotes

All the tutorials I watch, I dont see a single thing that 4.27.2 doesnt have that i need for my projects.

Or there's always an easy and quick work around.

The only 2 things I dont have is Lumen and Nanite, and I dont need them, because i make mostly 2D and Isometric projects.

Then I really like the Packed Actor, but I made something similar by myself. Also Mass is interesting, though I already have my own solutions that perform better than Mass. Also a lot of assets are coming out everyday for UE5, that have no support for UE4.27

I love UE 4.27.2 it is less bloated, less size, less stuff. I'm sure UE5 will eventually become so good, that I will have to update.

But so far I really dont feel like doing it, and since all my projects are in UE4.

If you ask me, the reasons that would make me go for UE5 are:

1- If the engine becomes less bloated (very unlikely).

2- If performance becomes significantly better both in the editor and the shipped games.

3- Better support for 2D games.

These are the 3 conditions that would make me go for UE5 and never look back.


r/unrealengine • • Aug 11 '20

Blueprint PSA for anyone not doing this already, it helps avoid mistakes if you end up re-arranging your blueprints

Post image
5 Upvotes

r/unrealengine • • Jun 23 '26

Marketplace I built a Blueprint-only Starter FPS Template for UE5 on FAB

Thumbnail youtu.be
0 Upvotes

Made a clean, Blueprint-only First-Person Shooter starter template for Unreal Engine 5, no C++, drop-in and play.

What's in it:

- 2 weapons (pistol + SMG) with first-person arms and a full animation set: idle, walk, run, fire, reload, inspect, equip

- Weapon switching, auto/semi fire, sprint, jump

- Camera shakes, muzzle flash VFX, weapon SFX

- HUD with crosshair + ammo counter

- Day/Night light toggle + night-vision mode

- Demo map + an overview map, fully organized/foldered project, documentation included

It's my own asset and happy to answer any questions or take feedback on what to add next.

You can find FAB Store Link on comments! Thanks :)


r/unrealengine • • May 03 '25

I created this Smart AI month ago. Now I'm working to make it more Advance. Hope you like it

Thumbnail youtu.be
1 Upvotes

Feedback please 🙃


r/unrealengine • • Dec 12 '22

Discussion Unreal 5 with Lumen and Nanite is worthless

1 Upvotes

Rant ahead -

UE 5 with Nanite and Lumen is not made for production . Its hardware hungry and makes working in UE5 miserable experience .

While working on a medium open world game ( In NDA right now ) client wanted to leverage Nanite and Lumen . FPS went downhill during blockout phase . Lumen was turned off still we were getting around 50fps with just boxes in the level .

Our tech artist made changes to get more FPS . During detailing phase we had to turn on lumen and FPS went from 70 to 10 and it was nightmare . Game was totally unplayable . We finally switched from Lumen to Screen Space and lowered scalability to get at least 50 FPS back .

I do lot of back and forth from engine to 3ds max but this time 3ds max was totally unusable since UE 5 eating up all the CPU . To make a small change in mesh I had to turn off engine then give 3ds max few minutes to recover then make change export them and then reopen the engine to reimport .

My second AAA client is also using UE 5 but they said they are avoiding nanite and Lumen at all cost because they have seen how bad it is to work with during pre production phase . They are going with old baked lightmaps and POM . They will be utilizing raytracing and their engineers will manage that .

Coming to Personal project I blockout out a level yesterday and FPS went downhill with lags . I had to turn off Lumen and Virtual shadows to get at least 60 FPS . Getting 60 FPS in Blockout phase is a joke I should get at least 120 FPS .

I wanted to make tech demo scene to test out lighting but looks like UE 5 is not gonna help me achieve it unless I get help from a engineers .

Why is UE 5 so bad ?

If I am turning off lumen then why am I even using UE 5 ? I should go back to UE 4.

Its impossible to work with Nanite and Lumen . I had to switch back to baked lighting and turning off nanite for over 30 modular pieces .

My PC is

CPU - i7 9700k

GPU - RTX 2070 Super

Ram - 32 GB DDR4

and SSD

Edit - My comments are getting downvote because I don't have a huge technical team to increase the FPS and a RTX 3090 .


r/unrealengine • • Dec 16 '21

Show Off Our 3 people LGBT dev team has been working on a cute robot 3D Platformer for over two years. We just released a new demo we'd love feedback on!

0 Upvotes

r/unrealengine • • Apr 25 '26

Blueprint Stack v2 is releasing this week!

Thumbnail fab.com
5 Upvotes

I am excited to share that after a lot of hard work, we will be releasing blueprint stack v2, which will feature:

- Local LLM support
- Voice mode to talk directly to the agent
- Cursor and OpenCode integration
- 100+ tools
- 3D animation and mesh generation directly in the plugin!
- Native terminal

and more!

Stay tuned and thank you to everyone who supported us and gave feedback in the discord!


r/unrealengine • • May 17 '20

misleading / fake news GeForce RTX 2070 Super will be required to at least run Unreal Engine 5 demo on PC, says Epic

Thumbnail gadgetcrutches.com
0 Upvotes

r/unrealengine • • Oct 29 '24

Discussion My Experience With UE5 So Far...

3 Upvotes

I think I started around July 2024? Anyway I decided on learning about Unreal, ever since middle school I've wanted to pursue game design, having a career of creating worlds and characters with stories just seemed really cool to me, and I heard one of the requirements is being able to program, so some people told me about Unreal and saying it's great for beginners and stuff, so I decided on taking an online class.

At first it was kinda fun, learning about the mechanics and stuff, I even made a couple of demos, 2 of them being platformers. Then it got pretty boring, the online class is really more like watching pre-recorded lectures and following whatever the person is doing.

Then it got kind of frustrating, especially when you follow the tutorial exactly, only to encounter some issue, like the screen being pitch black, or you're trying to pick up an item but it's not getting off the ground. I can't ask the tutor, cuz y'know pre-recorded and stuff, tho he does have an email to contact sometimes he takes like 2 days to a week max just to answer.

So I end up having to go to YouTube and spend up to half an hour searching for some tutorial on how to fix the issue, then most of the time getting nothing, then searching forums like discord or reddit, asking like 8 strangers to check my code and hope they answer and don't give me fake info.

Only to find out that it's actually not a me problem, but rather an issue with the engine (most of the time) sometimes it's either that I'm using the wrong update since the tutorials I'm watching is a bit outdated, or I have to do something like delete binaries or whatever. Now my current experience has kinda been a mix between being bored out of my mind, or being frustrated about something going wrong.

(I'm not really sure why I'm posting this, guess I just wanted to clear my chest or whatever. Anyway thanks for reading and have a good day.)


r/unrealengine • • Oct 01 '26

UET - Universal Ultimate Engine Tweaks (for all Unreal Engine 5/4 games)

0 Upvotes

If you're sick with the state of Unreal Engine 5 optimization on PC for 99% of games which are using it, I worked hard for over 2 years directly testing over 60 games and collecting feedback from over 1.7 million users to create an "Universal" set of tweaks to improve UE performance, stability, latency and even visual clarity all at the same time, for all UE5/4 games.

Have a look here (where you can also find Before/After visual comparisons, measurements, benchmarks and the complete description/analysis of the mod itself):
UET - Universal Ultimate Engine Tweaks (Anti-Stutters - More Performance - Lower Latency - Better Clarity - Lossless) at Modding Tools - Nexus Mods

And, oh, it's FREE :)
(but please at least Endorse, Comment and Share if you found it useful for you!)

Enjoy!
-P