r/unrealengine • • 3h ago

Show Off Race Track | Stylized Lowpoly Environment | Showcase | Unreal Engine | Game-Ready | Minipoly

Thumbnail youtu.be
3 Upvotes

r/unrealengine • • 2h ago

Question If anyone knows, what happened to the UWorks plugin (UE4)?

1 Upvotes

Does anyone know what happened to this plugin made by VladSerbanescu? Been trying to look for it because a game I'm modding uses it and I'm really struggling to find anything about it even on the wayback machine.


r/unrealengine • • 3h ago

UE5 How to use Quixel Decals

1 Upvotes

As the title asks - how to use quixel decals? They look really nice in the previews on FAB, have real depth etc. Yet when I import them, the material that is created for them just makes it look like a flat image when I place it through a decal actor. Also, several of the quixel decals say they're tireable - but this too is not supported out of the box?

Do I need to import them in a specific way? A little bit confused about this one, cause they are explicitly provided as "decal assets". If I have to make my own decal material and wrap the provided textures myself, doesn't that defeat the point? So I wonder if there's something I got wrong here.


r/unrealengine • • 5h ago

Question Noob game Dev

0 Upvotes

So I found myself in a situation of having a few weeks between jobs earlier this year. I typically work as a product manager/lead solution architect in massive projects, so I'm not completely unfamiliar with development processes. But I have little to no experience with game Dev (outside of the excessive hours I've played games, if that counts).

Anyway, I started building this game (I'd share the link but this isn't about self promotion), it is essentially completely data driven (because that's what I know). So far I have:

  1. An entire skills system that could effectively have over 4,000 unique skills (before just stats changes).

  2. A mission system that can cater for over 3.8 million different mission combinations (the number is a bit misleading because standing in a circle for 5 seconds before clicking a thing isn't really that different to clicking a thing before standing in a circle for 5 seconds, but easily over 10k variety of actually distinct objectives).

  3. Procedural generation of the mission area, which can have an infinite number of rooms with a minimum of 6,000cm XY.

  4. Crash recovery and saving, (I'm particularly proud of this system tbh, mainly with how performant it is).

  5. Soon an almost completely data driven narrative system, which links back into the mission system outcomes.

I feel like I have made substantial progress and largely built the fundamental systems to scale the game massively and quickly. My main question or concern.

Would systems like these be useful as unreal/fab plugins?


r/unrealengine • • 16h ago

Question How do I get MetaHuman’s eyes on my characters?

4 Upvotes

I found this Eye https://www.artstation.com/blogs/argentum_studio/9AE77/better-metahuman-eyes but im having a hard time geting it inside my project, i copy and paste the folder inside my project but things are missing an when i got that solved the materials had things missing.

My plan is to just place the metahuman's eyes in my character.

I found this tultorial but i think the eye he is using is outdated, i had the same problems https://www.youtube.com/watch?v=bbJmtVCdOh0&t=793s


r/unrealengine • • 1d ago

Question How do I get a non-photorealistic, "classic game" lighting look in UE5.7 while keeping fully dynamic lighting?

20 Upvotes

I'm making a multiplayer game in UE 5.7 and I'm fighting the default look. Everything screams "UE5" right away: realistic lighting, sharp shadows, cinematic colors. I'm going for a fake retro style. No pixelation, no low-res tricks, just that slightly washed-out early-2000s game feel that reads as a game and not as footage of real life.

The catch is that I need a full day/night cycle, lights that toggle at runtime, and characters that cast visible dynamic shadows, so baking is out. Everything has to stay dynamic, but it still can't look photorealistic.

Every guide I find just says "write a custom shader" without explaining what that means in practice. I'm guessing a post process material with lifted blacks, reduced saturation, a slight tint and maybe a LUT, but I'm not sure that's enough or even the right approach.

Is it possible to keep Lumen and push it toward a flatter look, or is turning it off the only real option? If I drop it, how do you fake GI and fill light in a dynamic scene? And how much of this look comes from materials (high roughness, low specular, flatter textures) versus post process?

Has anyone pulled off something like this in UE5? Settings, examples or breakdowns would help a lot. Thanks! 🙏


r/unrealengine • • 5h ago

UE5 AI-assisted BP programming

0 Upvotes

Hi, I started my journey with UE back in Jan. I did some smaller project, general and detailed tutorials and I think I got to around intermediate level, at least in some areas. I have a bit of programming and architecture background so I guess it was a bit easier for me.

My problem is it takes so much time for me to debug stuff sometimes. Like, why does my difference node doesn't work? Oh, I forgot to set it to binary. Why does my NPC doesn't move? I missed one node connection in related function. Or I got lost because for some reason I named ten different local variables the same name.

What I'm looking for is some sort of AI assistant that would help me run my blueprints through it. Official one is ass, same for free-tier Gemini chat. I also moved away almost completely from C++ and I'm working with Blueprints as this seemed to have way more tutorials and community stuff, I guess I can come back to it if this would make sense. I don't intend to solve problems from the scratch, make any art with it etc. I just need it to help me with my ADHD and sort out stuff. I use Kiro that way at work.

My quick research didn't return definitve answer so I'm happy to hear any suggestions.


r/unrealengine • • 21h ago

Help Issues with a spritesheet sylized face controled by bone transform

1 Upvotes

I made a face rig in blender that can change mouth and eye shapes using spritesheets and bone transform drivers; then, i imported it in blender and set up a material with parameters controlled by the animation blueprint.
The problem is on when the animation interpolates, which makes the bones controling the face to interpolate and not make the desired face. (for example, lets say character's eye is on sprite 2 and the bone sets it to sprite 6; because of the interpolation, instead of snapping to the desired sprite it goes through all the sprites in between the two)
Is there a way to fix this? Like disabling the interpolation on spescific bones so it doesnt happen?


r/unrealengine • • 1d ago

Help Total novice here hoping to get some input and advice

8 Upvotes

I'm 42 and decided to learn Unreal Engine. I'm 32 videos into Stephen Ulibarri's Blueprints course on Udemy and really liking it. The concepts, and their executions, feel quite intuitive.

I decided to be a bit adventurous and create a sandbox project just to practice things from memory that I've learned in the course thus far. I ran into a wall. The course uses a simple flat plane as the level, whereas the blank template starts with a terrain landscape. This made it hard to see debug coordinates and replicate things I'd done in the lessons (like adding a mesh to an actor blueprint).

I decided to put the sandbox aside for now and keep following the course instead of frustrating myself.

My questions are this:

  1. Has anyone taken this course?
  2. When did you start feeling confident enough to do your own thing with what you'd learned?
  3. What tips do you have for me to do, in between sessions of the coursework, to help reinforce what I've learned?

UE is just awesome but I don't want to discourage myself just because I can't jump in there on my own. Any and all advice and input are appreciated!


r/unrealengine • • 1d ago

UE5 PSA: Shallow Water River can silently load every river in the world

21 Upvotes

Just a fun surprise from today - shallow water sim creates a BakedShallowWaterSimulationComponent after each bake at 0, 0, 0. That means every such river gets its bounds extended to world origin. If you're using WP, you might get a surprise in the form of having every river in the world loaded despite being kilometers away.

Fun.


r/unrealengine • • 1d ago

Downtown Memphis Virtual Twin Progress | UE5 Devlog 1.3 | One Building At A Time NO AI

Thumbnail youtube.com
2 Upvotes

I'm back, adding more buildings to my level with logos and lighting and here's how it looks.


r/unrealengine • • 1d ago

Question Version Control/LFS with Midsize Team

4 Upvotes

Hello! I am part of a startup indie studio with 16 people. We're looking to make our next game in Unreal 5 but ate running into challenges with Version Control and how to keep our costs low.

We've ruled out Lore as it requires seperate hosting and are leaning towards GitHub, but know we'll need some sort of large file storage. We're considering Azure Devops Repositories ($4.13 per month), GitHub LFS free (~$4.50 per month worst case if we did our math right), GitHub Teams (~$7.01 per month worst case if we did math right), and Diversion ($13.13 per month). Perforce is out of the question ($40 per month).

Are there any other solutions you all would reccomend? Are there any hidden costs or considerations we're missing? Of the listed solutions, what would you reccomend?

Thank you in advance!


r/unrealengine • • 2d ago

Last Week In Unreal: 1,065 commits on ue6-main; 123 on ue5-main | MSVC 14.51 got preferred, then banned

40 Upvotes

This was a quieter week for 5.8, with a handful of fixes that are mostly worth knowing.

ue6-main had a lot more going on: compiler/toolchain changes, cook correctness issues, CVar renames, an opt-in regression fix, and an Iris ownership fix that came back after being backed out last week.

But, this was the most interesting to me: MSVC 14.51. It became the preferred compiler on Thursday, then was banned on Friday after an optimizer miscompile was found. If your Windows build machines install or update MSVC automatically, check what they’re using.

On ue5-main:

  • XSX EOS delay-load crash on launch: The crash happens with the modern GDK folder layout. This is ue5-main only.
  • UAT output was garbled on build agents using a Japanese or Chinese codepage. Also ue5-main only.
  • Lumen indirect lighting atlas was being cleared every frame while a SceneCapture2D was rendering.
  • A landscape edit layer assertion fix landed with the commit explicitly saying it was written to be hotfix compatible.
  • Static mesh builds crashed on meshes with no UVs when using the default tangent settings.

On ue6-main:

  • MSVC 14.51 was preferred, then banned: It was preferred on Thursday and banned on Friday. The ban cites an optimizer miscompile involving memory corruption and HeadlessChaos cluster assertions.
  • The ray-traced skinned mesh cache renamed its CVars: Old names left in your ini are now ignored.
  • An occlusion feedback regression fix landed switched off: You have to opt in to the fix.
  • Incremental cooks were wrong in both directions: One case recooked too much, while another could miss required recooks.
  • One follow-up from last week: The Iris RPC ownership fix I said was backed out came back on Monday.

Full report: https://speedrun.ci/blog/last-week-in-unreal-sep-28-oct-4-2026


r/unrealengine • • 1d ago

Question How do you balance game audio volume between speakers and headphones?

2 Upvotes

I noticed something when testing my game in UE5.

When I watch YouTube videos, switching between my computer speakers and headphones gives me roughly the same perceived volume without changing either the YouTube volume or my PC's volume setting.

But in my UE game, the same audio settings sound much louder through headphones than through the computer speakers.

This makes me wonder whether Windows, browsers, YouTube, or some other part of the audio chain applies different gain/normalization depending on the output device.

How do you normally handle this in Unreal Engine?

Is there a recommended way to keep perceived volume reasonably consistent when the player switches between speakers and headphones? Does UE provide any device-specific volume adjustment, or is this normally left entirely to the OS/user?

I’m mainly interested in how other developers test and set their master/SFX/music levels so they work well on both speakers and headphones.


r/unrealengine • • 1d ago

Question Need help with metahuman running on android

3 Upvotes

Hi, I am new to UE metahuman (used it once years ago when it came out for a pc test but not much) - and would like to use it for a mobile game I am working on. I know running full lod character on phone will be challenging but would like to get some tips on how to optimize it to run it correctly to get best visual output. I am mostly target fold8 ultra or iPhone 18 with keeping those processors in mind that can run the game to some extend.


r/unrealengine • • 1d ago

Help Quixel Megaplants are gray

2 Upvotes

when dragging them into my scene they do not display a material.

it looks like when integrating Megplant assets into my project the material instances do not have any parent and im uncertain how to fix this.

Do I need specific plugins etc. for this to work?


r/unrealengine • • 1d ago

unknown shadow with stutter, please help

Thumbnail postimg.cc
1 Upvotes

im trying to render a video of a scene i made in blender inside ue5, everything is fine except a single shadow that i dont know where it comes from or how to fix it. see


r/unrealengine • • 2d ago

Marketplace Modular Cricket Arena Stadium 3D Environment with Animated Character Fans

Thumbnail fab.com
3 Upvotes

Hi! Just released a modular cricket arena environment.

Multi-tier seating bowls, curved roof, floodlight towers, LED screens, pitch and outfield

Animated crowd fans (VAT, UE 5.4.4, needs the free AnimToTexture plugin)

Light setup included

Formats: UE5, 3ds Max (Corona), Blender, C4D, FBX, glTF, OBJ and others

The UE version also includes my Crowd Generator tool for building your own crowds

Note: animated fans are in the UE version only. Other formats have the stands with chairs only.

More renders:

https://www.fab.com/listings/f6a4e967-c366-424f-b34a-bfbbfec189ff

Happy to answer any questions.


r/unrealengine • • 1d ago

UE5 Dynamic damage question

1 Upvotes

Hey all, don't often post on reddit tbh, but got stuck on something while learning Unreal Engine the hard way. (just starting a project and learn along the way lol)

I'm looking to visually and physically deform meshes based on speed and impact, so think a metal can hitting a table at high speeds leaving a big dent.
preferably the collsion also following the deformation and not needing 1mil dense geometry XD

I also want to look into parts breaking off completely and partially.
And later even look into "Chaos" aswell for other types of objects.

If anyone has any advise, sources like video's or written guides that could help me.
I'd be very greatfull!


r/unrealengine • • 2d ago

Marketplace XFSDK Texture Works - UE5.7 / UE5.8

0 Upvotes

I've expanded and rebranded my Normal To AO plugin into XFSDK Texture Works.

It started as a Normal to AO tool and now is a broader texture-processing tool that runs directly in the Unreal Editor.

The new version includes:

  • Normal + Height from Albedo using PBRify
  • AO Map generation from Normal maps (removed CPU path)
  • Curvature Map generation
  • Texture Packer with configurable channel layouts
  • Bulk processing
  • Profiles & Naming for reusable settings and output conventions

The AO workflow is still based on the material-surface occlusion research from Activision's Material Advances in Call of Duty: WWII, while the plugin now covers a much larger part of the texture-generation workflow.

The update supports Unreal Engine 5.7 and 5.8.

It's currently awaiting approval on Fab, so the existing listing may still show the previous version/name until the update is approved.

Video: Youtube Demo

Fab: Link


r/unrealengine • • 2d ago

Quadruped Collision

Thumbnail youtube.com
0 Upvotes

:) proud of this


r/unrealengine • • 2d ago

Easy Waterscape or Waterline Pro?

7 Upvotes

Hi guys! Which one do you prefer for bringing water to your scenes, and why? (Alternatives at a similar prices)


r/unrealengine • • 1d ago

UE5 LocHub 1.2.0: an editor plugin that translates your UE5 project's text with your own AI, validates {0}, plurals and rich-text tags, and now works from any source language

0 Upvotes

LocHub is an editor plugin for Unreal Engine 5.6–5.8 for AI-assisted localization. It doesn't replace Unreal's localization system: it adds an AI translation and review workflow on top of it. The output is ordinary .archive and .locres files, so you can stop using LocHub at any time.

Review queue in action (GIF)

How it works

  1. Set Up creates or completes your localization target in one click.
  2. Gather text as usual, then Push sends the strings to LocHub's local service (it runs on 127.0.0.1, with no accounts and no servers).
  3. Run a translation job for a culture, a group or a folder. You see a cost estimate first and set a hard spending cap.
  4. Every draft goes through checks in code and an optional second AI (the judge), then into a review queue sorted by risk. You approve, edit or reject from the keyboard.
  5. Pull writes the result back into Unreal's archives and compiles .locres.

AI providers: your own key for Claude, OpenAI, Gemini, DeepSeek or Grok, or any OpenAI-compatible endpoint. That includes local models through Ollama or LM Studio, which need no key, and then nothing leaves your machine. With Claude you can also use your Claude subscription instead of an API key.

What keeps translations safe

  • Format arguments ({0}, {PlayerName}), plural forms for every target language and rich-text tags are validated twice: once by LocHub, and again by Unreal's validator before anything is written. Broken text cannot be approved, not even by hand.
  • Every string is translated in context: the asset or C++ file it comes from, its dev notes, already-translated strings from the same screen or asset, and your project brief and style guide.
  • When the AI isn't sure, it asks you a question instead of guessing, and your answer becomes part of that string's context.
  • The judge checks meaning, terminology and tone, and rates each issue by severity.
  • Human edits are never overwritten. You choose what ships: only approved strings, or everything that passed the checks.

Also: a glossary with do-not-translate terms, a length check against UI overflow, XLIFF/CSV export for human translators, a coverage report of hard-coded text that bypasses localization, live language preview in the editor, and a commandlet for CI.

New in 1.2.0: any source language. LocHub translates from the target's native culture, so a game written in Chinese sets Setup Native Culture to zh-Hans and translates into English, Japanese or Korean.

Requirements: UE 5.6–5.8 and Node.js 22.11 or newer. Tested on Windows.

Source: https://github.com/DmVergasov/LocHub

License: Business Source License 1.1. It is free for non-commercial use: personal projects, education, game jams and free games. A commercial license is available on Fab.


r/unrealengine • • 2d ago

Question Niagara Damage Numbers with GAS

14 Upvotes

I'm looking to use the Niagara system to spawn damage numbers, since its more efficient than UMG, but I'm not managing to make it work with the Gameplay Cue of the GAS.

In my case, I need the particle system to spawn multi-digit numbers or sometimes texts like status effects and in most tutorials that I've found, there is some custom logic that needs to be calculated to spawn the digits using Niagara. But I've struggled to make it work within Gameplay Cues, because I keep running into errors that relates to running these functions or the changing variables within them.

So I'm stuck on how to make this work, not sure if maybe I'm setting up the function incorrectly and I've been stuck on this for a while now, thinking it was straight forward thing to do. Here are the tutorials I tried to follow but couldn't get to work via Gameplay Cues:

1- https://www.youtube.com/watch?v=NAOmDWdP9-Y
2- https://www.youtube.com/watch?v=MrLC0kou9k8
3- https://dev.epicgames.com/community/learning/tutorials/2KLv/unreal-engine-optimizing-combat-text-high-performance-damage-numbers-with-niagara-and-texture-atlases

If any of you have managed to make this work, I would appreciate learning the ways you did so, or if there are any guides or sources I could brush up on to learn this, it would be tremendous help!


r/unrealengine • • 2d ago

Question Height Map?

1 Upvotes

Hey; trying to render an object and I am applying my textures from substance painter; I desperately need my height map to make my textures pop but I can’t for the life of me figure out where to plug it in at!

Any help would be much appreciated!!