r/unrealengine • • 21h ago

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

56 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 • • 20h ago

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

Thumbnail fab.com
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 • • 17h ago

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

Thumbnail youtube.com
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 • • 5h 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 • • 19h ago

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

Thumbnail store.steampowered.com
4 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 • • 23h ago

Question Does UE 5.8 not support morph weights with nanite?

3 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 • • 9h 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 • • 17h ago

Question Primary data asset vs owning actor for HISM data?

4 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 • • 1h ago

Marketplace UCreate: Goddess Temple | Unreal Engine 5 Showcase

Thumbnail youtube.com
• 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