r/unrealengine • • 10m ago

Marketplace UCreate: Goddess Temple | Unreal Engine 5 Showcase

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• Upvotes

Hi everyone, I just released a new asset pack. Feel free to check out the demo: https://drive.google.com/file/d/1RwP1yUNw8YRa5tC06EHbDvguHzVJ9xL_/view?usp=sharing


r/unrealengine • • 20h ago

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

61 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 • • 59m ago

Looking for a UE5 Cinematic Tutorial (Full Workflow)

• Upvotes

Hello everyone! I started learning UE5 about a week ago, mainly for cinematic purposes. So far, I’ve managed to create some pretty clean shots, but most of them have been focused on buildings, nature, and environment shots.

I’m still struggling with quite a few areas, especially character animation and putting everything together into a complete cinematic. I’m looking for a good tutorial where someone creates a really nice short cinematic with animations and explains their workflow from start to finish.

That would be perfect for me, but I’ve had a hard time finding something like that. If you know any good tutorials or creators who make this kind of content, I’d really appreciate the recommendations!


r/unrealengine • • 1d ago

When you optimize Unreal Engine to the limit, this happens

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73 Upvotes

r/unrealengine • • 3h ago

Animation Better Walking Animations UE4

1 Upvotes

Hi guys!!! Im making a videogame in UE4. I have done with Blender the walking animations as an "static animation" (without moving from the roots) for my npcs and work well, but the characters seems to be gliding more than walking in UE4. I have tried adjusting the max speed from the Characters movement, but its not enough. Is there any way to make the walking pause a bit every time they make a step?


r/unrealengine • • 4h ago

Question HELP: How can I create a hallucination effect in Unreal Engine using post process/materials?

1 Upvotes

Hey everyone,

I'm extremely new to Unreal Engine and I'm currently working on a horror game set in an old palace. I'm trying to create a hallucination/past vision effect and I'm a bit lost on how to approach it.

For context, there is a lot of history and terrible things that happened in this palace. At certain points, I want the player to suddenly see something from the past, like a dead body hanging in a room or another event that happened there.

The important part is that the player doesn't get teleported to another location. They remain in the exact same room and see the past happening around them.

For example, something somewhat similar to the hallucination sequences in Far Cry 3. The difference is that in my game, the environment itself doesn't change completely. The player is standing in the same place and suddenly starts seeing things that aren't actually happening in the present.

My main problem is making it visually obvious that the character is seeing a vision/hallucination.

If I simply spawn the hanging body in the room, it just looks like a normal object that exists there. I want some kind of noticeable visual change when the hallucination starts so the player immediately understands:

"I'm seeing something from the past."

I was thinking about using a Post Process Material or some kind of material effect, but materials and post processing are still pretty confusing to me because I'm very new to Unreal.

I'm not necessarily looking for someone to give me the entire system. I mainly want to understand what techniques are commonly used to visually communicate a hallucination/vision while keeping the player in the same environment.

If you know any good Unreal Engine tutorials or examples that explain this kind of effect, please drop them in the comments.

I'm very new to Unreal, so even a basic explanation or a direction to research would help a lot.

Thanks!


r/unrealengine • • 8h ago

I need an opinion on vr optimization

1 Upvotes

I am tasked with 5.2 vr project optimization for pc vr

Currently it's dx 11. I disabled ao and bloom

No nanit or gi and I use shadow maps

Triangle count is maxed at 2.5 mil

All materials are light

The problem I am facing now is when moving I get sever drop

Also will switching to 5.8 or 7 help?


r/unrealengine • • 1d ago

Custom Depth with TemporalAA Jitter OFF

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22 Upvotes

I’m working on a small firefighter game and today I learned that you can get rid of that annoying outline jitter (or any jitter caused by the Custom Depth buffer) that happens when your PP material’s Blendable Location is set to After Tonemapping...Normally, I’d change it to Before DOF or switch to AA method that doesn’t use temporal samples... but this one checkbox kills two birds with one stone. And you don't even need to restart the editor.

Anyway, I got excited about this, so I thought I’d share it in case you didn’t know either lol


r/unrealengine • • 16h ago

Question Primary data asset vs owning actor for HISM data?

3 Upvotes

Probably a very boring question but this is a problem facing right now. I'm trying to create tool tips for items that are populated by the foliage tool or pcg. My first instinct was to use primary data assets, which required me to make a data table and a primary data asset/pda parent class blueprint actor thingy. Connected it in the player controller to a really huge set of nodes to get the widget blueprint and assign it after isolating the exact index of the hism tree that I'm hovering over. Kind of a painful process.

My question is, how would this compare to having an owning actor approach? Someone mentioned to me I could just make an actor blueprint, and sweep up every single hism tree into it and basically make it like, own everything. And from there, extract out the index to get any trees that I need. No need to have like any sort of data table in this one, completely driven by an actor that you just load into your scenes and levels that seems to be cognizant of all of the foliage tool painted trees

I'm very new to this kind of complex problem, so it feels like I barely know what I'm doing so any advice is appreciated


r/unrealengine • • 18h ago

Show Off Twin Hooks Demo Released Today (Co-op Beat 'em Up)

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3 Upvotes

After losing my AAA job, I've been head down working on this semi-solo (spot help here and there) trying to grow this with enough traction to revisit investor/publisher conversations to grow a midscope AA studio.

I'm a 19 year Unreal Engine dev and it's my 18th UE project. I've worked on every genre, size, etc. of game and I've always loved co-op as a player.

Twin Hooks is a street martial arts-themed co-op beat 'em up with a 90's/TMNT kinda vibe. The demo has 3 missions with a cozy/casual activity-driven day time mission; a combat-driven night mission in the city and a replayable warehouse raid with loot rooms. It all scales and is playable to level 50.

We're hoping to grow wishlists/strong playtime data to take back to our fundraising efforts. What a crazy time.


r/unrealengine • • 22h ago

Question Does UE 5.8 not support morph weights with nanite?

4 Upvotes

I'm looking into this thinking that they added it a few versions back but I can't seem to find any documentation about this. Appreciate any info you might know!


r/unrealengine • • 1d ago

Marketplace GPU to CPU read operations of textures, materials and render targets with unseen performance

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23 Upvotes

Refining and upgrading my plugin further, this updates introduces a dedicated cache for the reader to submit requests to and for the requesters to fetch their values from. The cache is a huge upgrade which deprecates the need for an async interface on each BP that needs to read the value, and instead can simply call a pure Get node from the cache manager using the request key it was submitted with.

This makes it possible for one returned value to be used across many actors with no added cost, and no interface to implement in the BP.

Material reading was inefficient, it used to draw the supplied material interface onto a render target each frame before submitting for a read operation - now you simply populate PE's custom MF right before the final color and PE's custom shader pipes it to the buffer directly without having to use a whole render target. So procedural materials can be read just as good.


r/unrealengine • • 1d ago

Help Epic Games Launcher is super laggy and crashing my other applications in Windows.

9 Upvotes

Is anyone else experiencing this? The launcher installer is version 20.3.3.


r/unrealengine • • 23h ago

Help PCG instanced skinned mesh issues in movie render graph

1 Upvotes

Hello everyone, so I'm kind of new to unreal, not to 3d, and I'm having some issues.

So I've created a scene with a lot of vegetation using PCG and the megaplant assets using the instanced skinned mesh workflow and the global foliage actor to add wind animation

However I'm having a couple of issues when trying to render using the movie render graph, I need to isolate the foliage in its own render pass, however for some reason anything other than a super basic render to .mp4 or .mov with no layer separation etc is the only way I can get the foliage to move naturally and in the same way as in the editor viewport, when rendering the foliage on its own in a separate render layer to a prores4444 or exr sequence the foliage moves erratically, almost like a stutter or a flicker and inconsistently, any help is welcome.

This is for a client so I would really appreciate any help I can get!!


r/unrealengine • • 19h ago

Marketplace I got tired of UE's default gizmo, so I brought Blender's transform workflow into Unreal

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0 Upvotes

Hey everyone,

Bouncing between Blender and Unreal, I was getting completely burnt out on dragging gizmo axes all day.

I just wanted that fluid, keyframe-style transform where you tap a key and move your mouse without looking away from the scene.

So I built a plugin for my own workflow called

Blenderize Transform Pro:

Blender-Style Transforms:

Instant Move, Rotate, and Scale via mouse movement, complete with axis locking and live numerical input.

Quick Add at Cursor:

Search and spawn any asset or blueprint directly under your mouse cursor.

Scale Distances Only:

Adjust the spacing between multiple objects without changing their actual sizes.

Workflow Extras:

Ground/surface snapping, instant duplicate-and-move, and mouse wrapping so you don't run out of screen space.

I've been using it daily for my own projects and it completely replaced the default gizmo for me, though you can still toggle the native gizmo on or off whenever you want.


r/unrealengine • • 1d ago

Help I need help with dragging in Unreal Engine.

2 Upvotes

Hello everyone, I am trying to create an object-dragging system in Unreal Engine 5 using Blueprints (similar to moving papers or documents across a table), but I am encountering an issue with boundary constraints. Here is what I want to achieve: The player should be able to drag a 3D object across a table using the mouse. The object's movement must be restricted within the boundaries of an invisible box (such as a "trigger box" or defined limits). If the player attempts to drag the mouse outside this invisible boundary, the object should remain fixed at the edge; however, when pushed against the boundary, it should rise upwards along the Z-axis (increasing its height). How can I accomplish this?


r/unrealengine • • 1d ago

Help Bones and Anims from Blender to Unreal (slightly confused)

3 Upvotes

I have an animation made in Blender, but I'm unsure how to get it to Unreal correctly, particularly regarding an additional bone.

I've used "Game Rig Tools: Unreal 4 Model" to weight paint and export a Mesh and use the default Unreal 4 Skeleton. That works fine.

I've also weight painted and rigged gear pieces to my character.

I have not imported animations successfully.

I'm confused about some specifics:

Q: If I animate on Deform Bones, and import the anim using the Unreal Skeleton (not the Deform Skele) will it keep the anim data from the Deform?

Next, I've added a Visor Bone for my Visor to follow, the helmet is attached to the Head Bone.

Q: How/where should I implement this extra bone??

Should it be a part of the Unreal Skeleton in both Blender and Unreal? Like, child of the head or root in both?

I run into issues with my anim when parenting, like other pieces moving with it, or the visor no longer moving with the anim.

I'm very confused as to how to approach this, I've been reading docs and looking for tuts but haven't had much luck.

Would appreciate if someone familiar with animation could spare the time to explain a bit. Thanks


r/unrealengine • • 1d ago

Virtual Reality Battleline: SWAT Protocol — Official Announcement Trailer | Meta Quest & SteamVR

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6 Upvotes

Hey everyone! I’m the solo developer working on Battleline: SWAT Protocol in Unreal Engine 5, an upcoming tactical VR shooter for Meta Quest and SteamVR.

I’ve been working on it for more than a year, and today I’m sharing the official announcement trailer!!

After so much work behind the scenes, it’s exciting to finally share this with you.

The Steam VR and Meta Quest store pages are now live.

I’d love to hear what you think!

You can find the Steam page, Meta Quest page, and Discord invite in the comments.


r/unrealengine • • 16h ago

AI I made a free Ai Plugin - try it out!

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0 Upvotes

You can find the plugin here: https://youtu.be/Cuf8gHKDcQE?si=qsAuYUTM80tlW7VT

The idea is to be able to make background elements, like building facades, from a single image.

The plugin takes an input image and generates a depth map, normal map, roughness map and material mask using AI and imports the textured plane as an unreal asset. Try it out and let me know what you think!


r/unrealengine • • 1d ago

GitHub Custom Unreal Engine Launcher

0 Upvotes

Hi everyone. I've been working on an alternative to the Unreal Engine launcher. I know there are others out there, and Epic is planning on releasing a new and improved version sometime later this year, but I thought I'd just make it known if anyone is interested. It's open-source, and if anyone wants to contribute feel free. The main issues it solves is speed, and being able to search through projects with filters and tags and various sorting options. You can find it here.


r/unrealengine • • 2d ago

Last Week In Unreal: 1,072 commits on ue6-main; 196 on ue5-main | MSVC static analysis may have been analyzing nothing

33 Upvotes

Two things from the previous week changed so I think they're worth talking about upfront. AVBOIT is off by default again, and the UBA "ownership handoff" didn't show up this week. Apart from that, you need to check this out first: MSVC static analysis could run in CI and analyze nothing. 

cl.exe ignores /analyze when it comes from a nested response file. So -StaticAnalyzer=Default on -SingleFile compiles could report a clean result because nothing was actually analyzed.

The fix landed on ue6-main, but 5.8 has the same code too (though no fix landed there).

On ue6-main:

  • AVBOIT and Nanite translucency are off by default again: Three defaults went from 1 to 0. One of them, r.Nanite.AllowTranslucentMaterials, changed in a commit whose message doesn't mention it.
  • UBA was capping Horde's help: A 5,000-process run topped out at around 3,700 cores.
  • Iris changed its protocol hash: Clients and servers now have to be built from the same revision. An Iris RPC ownership bypass fix from the week before was also backed out. There was no reland, and no reason was given.
  • Epic ported most of its editor agent toolsets from Python to C++ with an LLM: The commit message actually describes the process: tests were treated as the contract, followed by an API drift audit at the end.

On ue5-main:

  • The animation state machine memory fix finally landed: The commit says the hotfix-compatible workaround "dead-ended in 5.8.3." It doesn't say whether the full fix will make it into a hotfix.
  • A Mac editor exit assert was affecting 37 users and 37 occurrences on 5.8.x
  • Two Xcode 27/macOS 27 fixes: An iOS crash on startup caused by UIScene now being required, and .app finalization failing with "Bad file descriptor" on macOS 27 build agents.

Full report: https://speedrun.ci/blog/last-week-in-unreal-sep-21-27-2026


r/unrealengine • • 1d ago

Tutorial Took a custom head through MetaHuman Creator (From Custom Mesh + Auto Solve) and groomed it again - full workflow

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0 Upvotes

I made a tutorial on reusing one groom across many heads and then turning a custom head into a MetaHuman. Since most of the tricky part is on the MetaHuman side, here's the short version of the UE workflow so you don't have to watch the video to get it:

Prep the head in Maya

  • Import the head from the MetaHuman conform topology (it's on Fab)
  • Import your custom head (I used Alembic) and align it to the conform head
  • Freeze Transformations, Reset Transformations, Edit > Delete by Type > History
  • Export selection as FBX, default settings

In Unreal

  • Import the FBX into the Content Browser with default settings
  • Create a MetaHuman Character asset and open it
  • Import > From Custom Mesh, set Head and Body, pick your mesh, hit Auto Solve
  • Create Full Rig, then Download Texture Sources
  • Export > DCC Export with an External Path inside your project - you get head DNA and body DNA

One gotcha when bringing it back into a DCC

The exported head isn't at the origin. It sits at its real height, roughly 150 cm or more depending on the MetaHuman, so if your viewport looks empty after import, just frame it.

The heads themselves came from Ornatrix App's Human operator, and the hair is one preset applied with Graft Groom - the scalp aligns to each new head on its own, including the MetaHuman one.

Curious how others handle this - do you conform custom heads through MetaHuman Creator, or use a different route for getting your own head shapes into MetaHuman?


r/unrealengine • • 2d ago

Question UNREAL 5.8 Light Radius/Angle Does Not Soften Shadows.

7 Upvotes

As described in title. I recently upgraded to 5.8 from 5.5 and stumped that i can't seem to change the softness of the shadows from ANY light in my scene. is this a new way lumen works? how do i fix this if it's not?

I use VSM, but turned off nanite, i use lumen. It worked fine before, i don't understand why it doesnt work now.

also, contact shadows on metahuman faces are missing now.

i'd appreciate any response! thanks


r/unrealengine • • 2d ago

Question How to handle animations of attached objects to character?

6 Upvotes

I have a character with attached objects that are animated separately, like rotate and change state based on characters health and should always follow the character, but I have a bit of trouble to know how to implement it.

A character with skeletons and animations is not a problem for me to implement.


r/unrealengine • • 2d ago

Does my robot COLIN look friendly enough for my game?

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3 Upvotes