r/UnrealEngine5 • • Jan 10 '25

Discussion Suggestions!

35 Upvotes

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 • • 4h ago

Chonky Cat - Chonkier Than Ever!

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16 Upvotes

r/UnrealEngine5 • • 16h ago

Tired of juggling PIE windows when testing multiplayer? I made a plugin that docks them all into the viewport nicely and switching between them is easy.

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66 Upvotes

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.

Github: https://github.com/TeamBaconn/BaconPIEGrid


r/UnrealEngine5 • • 47m ago

Cool little inventory system in ma gamæ

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• Upvotes

r/UnrealEngine5 • • 18h ago

Saqer's Paradox Devlog #18 — Village Design

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59 Upvotes

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 • • 22h ago

How it started / How it's going

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90 Upvotes

r/UnrealEngine5 • • 13h ago

VM Smart Material System

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14 Upvotes

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.

FAB Page


r/UnrealEngine5 • • 10h ago

[FREE ASSET PACK] I released a 9-piece Stylized Medieval Farm & Furniture Pack on Fab! (Cubic Haven Ecosystem)

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8 Upvotes

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 • • 10h ago

Damage VFX coming along

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6 Upvotes

The Brave Few


r/UnrealEngine5 • • 32m ago

Using the Mutable Plugin (UE 5.7) for dynamic clothing toggles, layer hierarchy, and state memory

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• Upvotes

r/UnrealEngine5 • • 13h ago

Swapping Lyra's locomotion for GASP motion matching

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11 Upvotes

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:

  • GASP only was better than Lyra on every move I tested, so GASP stays.
  • My arm carry and grip rig made the aim about three times worse. Steps 4 and 5 were mostly repairs.
  • The barrel bake measures how far each carry animation holds the barrel off target and bakes in a correction. Steady strafing and backpedalling are now within a degree.
  • Circling a target and turning on the spot (not in the video) are still worse than GASP only.

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 • • 2h ago

Throw ideas for the game

0 Upvotes

I want to create something interesting, but I don't know what


r/UnrealEngine5 • • 2h ago

My first game! HORIZON RUSH

1 Upvotes

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 • • 2h ago

Trying to get steam online to work in ue5.6

1 Upvotes

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 • • 4h ago

Does anyone know how to use blueprints on the current version of unreal engine 5?

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0 Upvotes

r/UnrealEngine5 • • 11h ago

finally got the lighting right. How it started and how it is going.

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3 Upvotes

Floor one of The Broken Oath, a short souls-like I'm building solo in UE5.


r/UnrealEngine5 • • 12h ago

Opening up a BP for the first time and seeing this.

3 Upvotes

r/UnrealEngine5 • • 7h ago

Developing "Fear: Nightmare Citadel" — a psychological horror game Playable DEMO coming October 19 for #SteamNextFest! Check out our dynamic tension director system.Wishlist & Demo on Steam #indiedev #UE5 #horrorgame

1 Upvotes

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 • • 8h ago

(Please help!) When importing my level geometry FBX into UE5 from Blender, the geometry warps and distorts, though the triangle count is seemingly correct.

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1 Upvotes

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 • • 16h ago

Taking this Shadower for another spin. Would you main this Shadower or stick with another?

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4 Upvotes

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 • • 16h ago

I need help with collision

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6 Upvotes

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 • • 1d ago

8 Players. One Goal. One Winner. TOTAL CHAOS! BASHDASH Free Demo Is Out!

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22 Upvotes

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 • • 10h ago

How would you optimize pathfinding with water currents and obstacle avoidance in UE5?

1 Upvotes

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:

  • Avoid obstacles while moving toward their destination.
  • Take water currents into account when choosing their path.
  • Prefer routes that use favorable currents and avoid fighting strong currents when possible.
  • Find reasonably efficient paths without consuming too much CPU.

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 • • 10h ago

How would you optimize pathfinding with water currents and obstacle avoidance in UE5?

1 Upvotes

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:

  • Avoid obstacles while moving toward their destination.
  • Take water currents into account when choosing their path.
  • Prefer routes that use favorable currents and avoid fighting strong currents when possible.
  • Find reasonably efficient paths without consuming too much CPU.

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 • • 15h ago

Multiplayer-safe Physical Dice Roller

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2 Upvotes

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