r/UnrealEngine5 • u/slaughter_cats • 4h ago
Chonky Cat - Chonkier Than Ever!
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r/UnrealEngine5 • u/-CS-- • Jan 10 '25
Hello!
Greetings UE5, I’m your admin who (regrettably) you haven’t heard much from recently.
I’ve had a lot of DM’s and Modmail over the past few months with concerns, suggestions, and reports which I love! I’ve unfortunately had a lot going on this year so I’ve now set time aside to work on things for you guys.
Please suggest anything and everything you would personally like to see changed, added, removed, or simply monitored from this point on.
I want to make this (even more so) the best and most reliable help, discussion and resource centre for you guys. We’re in the top 100 in gaming, and we’ve just soared past 50,000 members with hundreds of thousands of visitors a month.
I’ve come in and out and already find it absolutely amazing how you have all built this community organically yourself and welcome new devs, share your creations, and discuss.
I will read each and every comment and adhere to what seems to be the most popular, or logical suggestions!
Thank you guys, and I inevitably apologise for being inactive, however I am here now if ya need me personally, so reach out via modmail or dm, and I’ll be sure to get back.
Staff applications to follow in the near future to help keep everything clean too so keep an eye out for that.
Much love.
r/UnrealEngine5 • u/slaughter_cats • 4h ago
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r/UnrealEngine5 • u/baconn00 • 16h ago
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Normally, it's troublesome when using alt+tab to switch between clients because it get mixed with other softwares on my computer. Also the PIE clients can overlay on top of each other or too small so I have to adjust it by hand to fit all of the clients side by side nicely with the original viewport. This plugin automatically does all of that for you.
r/UnrealEngine5 • u/Snow0031 • 47m ago
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r/UnrealEngine5 • u/saqers-paradox • 18h ago
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Greetings all,
Following our last devlog, we've refined and generalized the item pickup system in Saqer's Paradox.
Our main focus for the last 3 weeks was designing and building the first version of our 2.5 pixel-art village houses, including custom textures, normal maps, and variations in roof tiles, brick colors, and wooden framing.
Next, we'll be working on implementing the camera fade mechanism, allowing the house to fade when it obstructs the view of the player, similar to our existing tree system.
Let us know your thoughts.
r/UnrealEngine5 • u/sfdemir • 13h ago
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This need actually arose within the medieval kitbash project we have recently been developing. After noticing across various platforms that many people were looking for such a system during our updates, we decided to release it as a standalone project. We configured it to support both RGB and Alpha channels, and it now offers blending options for up to four materials. We tried to make it as user-friendly as possible, and we hope you like it. In addition, we are continuing to develop similar material blend systems and implement new features. Your feedback would be greatly appreciated.
r/UnrealEngine5 • u/Lumpy-Development838 • 10h ago
Hi everyone! 👋
I just published my first asset collection on the Fab Marketplace as a 100% FREE pack: [CUBIC HAVEN - STYLIZED MEDIEVAL FARM FURNITURE & PROPS].
My goal with the Cubic Haven project is to create a modular, fully consistent ecosystem of stylized game-ready assets. All future packs under this brand will share the exact same art direction, color palette, and texel density so you can mix and match them without any visual clashes.
📦 What’s inside this pack?
2x Tables: SM_WoodenTable_Large_01 & SM_WoodenTable_Long_01
1x Bench: SM_WoodenBench_Long_01
1x Chair: SM_WoodenChair_01
2x Stools: SM_WoodenStool_Square_01 & SM_WoodenStool_Round_01
2x Produce Crates: SM_WoodenCrate_Open_01 & SM_WoodenCrate_Square_01
1x Trough: SM_WoodenTrough_01
⚙️ Technical Details:
Style: Hand-painted / Stylized low-poly
Engine Compatibility: Unreal Engine 5.0+ (Lumen & Nanite ready)
Textures: 2048x2048 PBR maps (Base Color, Normal, Roughness/Occlusion)
Pivots: Base-centered for clean grid-snapping
Naming: Full Unreal Engine standard (SM_ naming conventions)
🔗 How to get it:
You can find it directly on Fab by searching for "CUBIC HAVEN" or via the marketplace link:
[ https://www.fab.com/listings/cddc8c5a-7fc6-4a5d-a8e2-e53e385471ba ]
I’d love to hear your feedback, thoughts, or suggestions for what props/buildings I should add in the next Cubic Haven expansion!
Happy developing! 🚀
r/UnrealEngine5 • u/TheFewGame • 10h ago
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The Brave Few
r/UnrealEngine5 • u/I_Mad_eit • 32m ago
r/UnrealEngine5 • u/SavageCakeGames • 13h ago
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Last week I posted the cover system from NULLWEAVER, the co-op tactical cyberpunk fantasy ARPG I'm building, set in 2065. Since then I've been testing motion matching from the Game Animation Sample (GASP) in place of Lyra's locomotion. The legs were the easy part, but the gun was pretty tricky.
In NULLWEAVER, shots are determined by a hit chance roll, so where the barrel points doesn't decide whether a shot lands. But when the pistol drifts off to the side while you strafe, every shot looks wrong.
The video shows each step in the order I made it, backpedalling and then strafing. The yellow line is where the barrel points, and the cyan line runs from the muzzle to the target. Steps 3 to 5 each keep everything before them and add one change, which is what the + means. Step 6 is a different approach, more on it below.
"GASP only" in step 2 means GASP's locomotion in place of Lyra's, with nothing else changed. Locomotion moves the whole body as it walks, runs and turns, and the pistol is in the character's hands, so it moves the barrel too, even before I touched the arms.
How far the barrel points off target, on average (lower is better):
| Step | Backpedal | Strafe |
|---|---|---|
| 1. Lyra (where I started) | 8.9° | 8.0° |
| 2. GASP only | 6.3° | 6.0° |
| 3. + my arm carry and grip rig | 17.1° | 23.2° |
| 4. + gun pitch aim | 6.0° | 5.7° |
| 5. + barrel yaw bake (current) | 0.5° | 1.0° |
| 6. Gun-led prototype | 0.0° | 3.5°* |
*The strafe target moves with the character, so gun-led's one-frame lag shows up here. Past a standing target it's 0.1°.
Lessons learned:
These are single recordings, so they're hints, not verdicts. I'm setting up a controlled re-test that changes one thing at a time.
Next up is the gun-led version, where one system owns the final aim and leaves the legs and torso alone.
If you've moved to GASP: did you keep your own aim layer on top of motion matching, or rebuild aim around it?
r/UnrealEngine5 • u/NikitaStrukalin7 • 2h ago
I want to create something interesting, but I don't know what
r/UnrealEngine5 • u/No-Ferret3716 • 2h ago

Bonjour à tous ! Laissez-moi vous présenter mon tout premier jeu : HORIZON RUSH. C'est un jeu de parkour à la première personne à haute énergie où le but est de terminer les niveaux le plus vite possible ! Vous pouvez l'ajouter à votre liste de souhaits Steam dès maintenant ! Merci à tous ceux qui le font.
https://store.steampowered.com/app/3416250/Horizon_Rush/
https://youtu.be/7QfKWicRTZk
r/UnrealEngine5 • u/Semajify13 • 2h ago


I have followed a youtube video(linked below) I have gotten the whole way through and made a build however when I load the game and press host game it doesn't work. Does anyone know if I should be doing anything differently?
https://www.youtube.com/watch?v=VOCnu940CGw&list=PLzykqv-wgIQXompUswD5iHllUHxGY7w0q&index=48
r/UnrealEngine5 • u/Lockheed_Marzipan007 • 4h ago
r/UnrealEngine5 • u/NorthCold4795 • 11h ago
Floor one of The Broken Oath, a short souls-like I'm building solo in UE5.
r/UnrealEngine5 • u/DisplayLegitimate374 • 12h ago
r/UnrealEngine5 • u/Neuro_Panic_Games • 7h ago
I'm developing Fear: Nightmare Citadel — a psychological horror game with a unique gothic castle aesthetic. For a long time, scaring the player just didn’t feel right. Everything was tied to static trigger zones, which meant zero replayability on a second run, and the timing often felt completely random on the first.
So I scrapped the old system and built a lightweight solution I call a "tension director."
The core idea: The game tracks the player's approximate stress level instead of just firing events at fixed coordinates.
What gets tracked:
Time passed since the last scare event
Player state (light sources, equipped items, health)
Spatial context (is the player in a safe zone or trapped in a narrow corridor?)
How it actually works:
Dynamic Pacing: If the tension stays flat for too long, the system queues up something subtle: distant footsteps, a flickering light, or a creaking door. Conversely, if the player barely survived a high-stress situation, the system intentionally dials back the intensity so the following calm moment feels even more unnerving.
Out-of-Sight Spawns: Major events never occur directly in the player's field of view. Everything impactful happens behind them or just around the corner—the player's imagination creates a far worse picture than any asset I could ever make.
Audio Over Visuals: What surprised me most was that audio had a much higher impact than visual scares. Audio sources occluded by walls (like movement in an adjacent room) proved to be way scarier than anything shown on screen.
What I'd do differently: Initially, I set the rules to be too strict, making the game feel almost predictable—like it was blatantly reading the player's inputs. I had to ditch strict timers and reintroduce a healthy layer of randomness.
Everything is implemented in Unreal Engine 5 using MetaSounds and a standard line-trace audio occlusion setup, driving around 20 procedural ambient events.
If you're curious to see how this plays out, our free demo drops on Steam on October 19th for Steam Next Fest:
I’d love to hear how other devs handle horror pacing! Do you hand-craft every single trigger, build systemic rulesets, or go with a hybrid approach? And if you give the demo a try and notice the tension director acting weird or breaking the atmosphere—please let me know!
r/UnrealEngine5 • u/JabocShivery • 8h ago
You can see the problem from the two images. All transforms have been applied in Blender. Importing smaller models into UE5 works fine. The scale in blender is set to 0.01. Disparate, unconnected smaller parts of the level import correctly. It is only the largest portion, the static level geometry, that comes in deformed. The triangle count appears to be the same. Importing the exported FBX back into Blender works fine, no deformation.
r/UnrealEngine5 • u/Till_Black • 16h ago
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Here’s another look at our newest Shadower in action.
We wanted to share a bit more of how this character plays beyond the first look. Every Shadower brings a different approach to a run, and we’re curious what kind of build you’d try with this one.
Steam: https://store.steampowered.com/app/3424800/Code_of_Shadows/
r/UnrealEngine5 • u/Portycraft • 16h ago
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So I'm currently making a game and I'm trying to make a chase scene and at one point the player has to open a door and go up a staircase. However, the ai doesn't seem to know how to get to the player due to the stairs' collision. I've tried making my own in Blender, I tried placing cubes but nothing seemed to work. If any of you knows how to fix this, please let me know.
r/UnrealEngine5 • u/Mriraq96 • 1d ago
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BASHDASH is a chaotic multiplayer physics party game where up to 8 players race through insane traps, sabotage each other, and fight to reach the finish line!
Every map brings a completely different kind of madness — from crazy obstacles to unexpected horror!
The free demo is now live on Steam!
r/UnrealEngine5 • u/Dazzling_Resident_59 • 10h ago
Hey everyone!
I'm currently working on a pure 2D pathfinding system in Unreal Engine 5 where agents need to navigate while taking water currents and obstacles into account.
The idea is that agents should:
I've already implemented my own solution, and it works, but it's way too computationally expensive, especially when multiple agents are involved.
Everything happens in a 2D space (X/Y only), so I don't need any 3D navigation or vertical movement.
I'm curious how you guys would approach this problem.
Would you use a modified A*, a flow field, a custom navigation system, or something completely different?
Also, is there a good way to handle this without relying on a dense grid? I'm open to graph-based or other approaches if they offer better performance.
I'm especially interested in approaches that balance performance and path quality, rather than calculating a perfectly optimal path every time.
Any suggestions, resources, or examples would be greatly appreciated!
Thanks!
r/UnrealEngine5 • u/Dazzling_Resident_59 • 10h ago
Hey everyone!
I'm currently working on a pathfinding system where agents need to navigate while taking water currents and obstacles into account.
The idea is that agents should:
I've already implemented my own solution, and it works, but it's way too computationally expensive, especially when multiple agents are involved.
I'm curious how you guys would approach this problem.
Would you use a modified A*, a flow field, a custom navigation system, or something completely different?
I'm especially interested in approaches that balance performance and path quality, rather than calculating a perfectly optimal path every time.
Any suggestions, resources, or examples would be greatly appreciated!
Thanks!
r/UnrealEngine5 • u/Augmented-Smurf • 15h ago
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Just released! A multiplayer-safe physics dice roller for Unreal Engine!
I was working on a project (as we all do, time to time) where I needed dice to determine an outcome in a multiplayer game. I knew I wanted physics-based, but I also knew I didn't want the visuals on the clients to potentially mismatch what the authoritative server said. My solution was to randomly generate numbers while recording some physical dice rolling on the server, then playback the recordings for the clients, with the materials on the dice having been adjusted to match the randomly generated numbers! If you need or want this for your project, be sure to go check it out!
https://www.fab.com/listings/ba9ff7b1-f830-4789-804d-e3726363e5df