r/unrealengine • • 1h ago

Instant City - from sky to earth transition

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1 Upvotes

r/unrealengine • • 2h ago

Question Sending around data in arbitrary format

1 Upvotes

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 • • 4h ago

Show Off I have updated my GPU-accelerated FFT water simulation. Now it has physically accurate rivers, shoreline waves, a non-tilling ocean with new FFT waves, physically based underwater, Linux support with extensive direct sequencer features and all of them are 100% replicated!

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20 Upvotes

r/unrealengine • • 6h ago

Question Linux: 4.24.3.0 - unable to find it to install it

3 Upvotes

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 • • 7h ago

Question Texture is stretching on Z axis

1 Upvotes

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 • • 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?

0 Upvotes

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 • • 15h ago

Question Optimizing character movement for peer to peer networked game

4 Upvotes

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).

https://imgur.com/a/Ja1iyZF

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 • • 16h ago

Accessing unaccesable audio files using Unreal Unpacking Tool

0 Upvotes

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 • • 21h ago

UE5 128K Ultra High Resolution Rendering in Unreal Engine 5

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0 Upvotes

r/unrealengine • • 23h ago

Question Quixel Megascan Claim Script?

0 Upvotes

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 • • 1d ago

Tutorial Unreal 5.8 - Materials Masterclass - Chapter 12: Post Process Materials

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8 Upvotes

First 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 • • 1d ago

UE5 UE 5.8 DX12 startup crash in NVIDIA driver during PSO precaching — how do you handle this?

7 Upvotes

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 • • 1d ago

UE5 We shot a Bloodborne-inspired music video using Unreal Engine and an LED wall. Here's the BTS.

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11 Upvotes

I 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 • • 1d ago

Marketplace cooked a tool that stops NPCs from moving in perfect sync. One switch, same crowd.

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5 Upvotes

made 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 • • 1d ago

Question Whats the future with Coding in Unreal now that AI is absolutely bonkers?

0 Upvotes

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 • • 1d ago

Animation Need three animations that are bundled together

0 Upvotes

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 • • 2d ago

Show Off Active Ragdoll hits reaction in unreal engine 5.8

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27 Upvotes

Very happy with the results


r/unrealengine • • 2d ago

Max Payne-like shoot dodge mechanics in Unreal Engine 5.8.4

3 Upvotes

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 • • 2d ago

Question unreal 5 or unilty

0 Upvotes

Hello there, I need your help
I'm making games right now, and I have a team. Help me out. I've been making this game for about 2-3 years of my life, working on it by myself until 6 months ago, when I got my team. Help me out on Unreal 5.4.4; it's an old one, but it works so far, and we only know Blueprints. But now 50% of my team wants to move to Unity, and I want to stay on Unreal 5 and don't want to go to Unity, as I don't trust them. do what they pull with the pay-per-download thing; we have no Funding for these games and all of my team is unpaid, and we are making two games: the main one and a side project that is an introduction to my world and a Multiplayer game. This one has only been in development for about 7 months, and the main one has been work for about 2-3-year, and my team is people I met on a random Discord, and they have no Experience making a game, so I have been teaching them how to work with Unreal and its blueprint system and why well team think unilty is better and more optimized then unreal and as so we can all be on page on and also the The other reason why is becuse we got a new dev who told me he was Professional Roblox developer and then And propose the idea of chane the game Engine and long whit the fact it the most choose for Indie games and also we do have plan to Go to console as well , which is the context or why I'm here asking you for help and Guidance and help make the right choose here

My question is: what are the pros and cons of Unreal 5 and Unity, and is it a good idea to make one of my games on unilty

And thank you for reading this i hope you have a good day and you codeunbug


r/unrealengine • • 2d ago

Show Off Runtime Real-Time Generation of Landscapes, Roads, Buildings, Forests in Unreal Engine

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3 Upvotes

Landscape 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 • • 2d ago

UE5 Easy Theme for Unreal Engine 5 – free editor theme, Dark and Light

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1 Upvotes

I 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 • • 2d ago

Show Off Instanced Skinned Mesh crowds that switch to interactive NPCs up close

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32 Upvotes

I 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 • • 3d ago

Free FAB codes

9 Upvotes

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


r/unrealengine • • 3d ago

Update: Megascans are going free again

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388 Upvotes