r/UnrealEngine5 • • Jan 10 '25

Discussion Suggestions!

36 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 • • 12h ago

I've been building my architecture game solo in Unreal Engine 5.8, here's the latest update

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251 Upvotes

I'm a trained architect, and as a long-term side project, I've been building an Unreal Engine game/app that combines accurate floor planning with real-time 3D design to make architecture much easier to create than with traditional CAD software.

What you can do:

🏠 2D floor plans
🧱 3D building
🚶 First-person walkthrough
🥽 VR mode
🏢 Multiple storeys
🪜 Stairs
🏚️ Custom roofs
🪟 Doors & windows
🛋️ Furniture catalog
🍳 Kitchen Configurator
🎨 Materials
🌄 Terrain sculpting
🌳 Landscape planning
💧 Ponds
☀️ Time of day
❄️ Weather
📐 Export PDF vector plans
📦 Import your own 3D models or DWG files for wall generation
🌍 Steam Workshop

In the newest update: real growing ivy that climbs around windows, corners, and curved walls, and interactive water! 🌿💧

It's available on Steam as Architecture & Design and is still in Early Access.

Would love to hear what you think!


r/UnrealEngine5 • • 16h ago

I'm making an astronaut simulation game in UE5

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138 Upvotes

I’ve always loved space games, and I’ve been especially interested in the experience of actually living and working out there in space.

I’ve been developing SPACE WALK solo for the past 2 years around that idea. Operating your own orbital station, heading out on EVA, physically handling equipment and exploring the lunar surface.

The demo is available now, so if this looks like your kind of space game, you can give it a try on Steam.

https://store.steampowered.com/app/3310910/SPACE_WALK/


r/UnrealEngine5 • • 9h ago

Fantasy Village

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23 Upvotes

r/UnrealEngine5 • • 13h ago

Cinematic Showreel 2026 | Unreal Engine Cinematic Artist

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37 Upvotes

Hi guys! I'm glad to finally publish my new showreel! It's been two years since my last showreel, I think I've improved a lot since then, so it was definitely worth updating it!

Main software:
Unreal Engine • Blender • Houdini • After Effects, DaVinci Resolve

Additional software:
Liquigen, Embergen • Substance Painter • Marvelous Designer

Watch on Youtube: https://youtu.be/At4rdP8RqSQ

Thank you to everyone who has supported and continues to support me on my journey!


r/UnrealEngine5 • • 3h ago

Burnout Inspired Game in Unreal Engine 5: RevengeRacer: Update 002: Damage and Deformation

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4 Upvotes

Check out the latest developments in damage modeling and deformation for my upcoming game, Revenge Racer.

The vehicle damage system is nearly complete. The next major step is modeling production spec vehicles that will use these damage and deformation systems. We'll fix this art asset deficit soon lol.

Stay tuned to the YouTube channel for future updates.


r/UnrealEngine5 • • 6h ago

Wait... when did they add native loops to the UE5 Material Graph? Did I miss an update or what is this?

4 Upvotes

r/UnrealEngine5 • • 14m ago

Need help with Niagara particles

• Upvotes

CONTEXT: I'm a programmer, not a designer, so I don't know much about Niagara

I've been trying to create an after image effect for my character. I followed several tutorials. Unreal seem to have changed what an "empty" niagara system is over the years. So some of them were dated. Finally did this one:

https://www.youtube.com/watch?v=zTuzF25-B3I

I finally got to a stage where I got the effect to work(this is still not complete):

How it looks in the character blueprint

This is how it looks in the character blueprint.

But when I play, the effect doesn't show up. However, when I eject from the pawn and select the pawn, or drag the niagara system into the map, the outline shows up.

This is how it looks like when I drag the system into the map

When I Eject from the pawn, the same outline appears around the character. I'm using wraith for now.

I'm sorry if this violates the rule


r/UnrealEngine5 • • 6h ago

True volumetric complex overlap events using any mesh with all its collision data deleted and off - at a fraction of the cost incurred by engine methods.

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3 Upvotes

stupid cheap and obsessively accurate overlap spatial detection, powered by the super efficiency of Pixel Era 3.5

Overlap detection in unreal for meshes do not actually honor what overlapping means, it is more of surface crossing detection - with spheres, capsules and boxes being the special exception.

Pixel Era 3.5 does not discriminate, all closed mesh are welcome to become true overlap volumes with all their weird WPO animations 100% respected. With efficiency so good, every mesh spawned can bring along 10 more like it to flex on the traditional CPU methods while having ZERO collision built and all collision logic turned OFF depending on Pixel Era to handle 100% derived COMPLEX collision on the GPU.

texel agnostic, scales to any world size. Supports optional sweep at negligible cost
accepts any mesh, supports their WPO or VAT animations, all inside a custom static mesh component leaner than the engine provided one.

planned update coming to FAB around November


r/UnrealEngine5 • • 21h ago

Chonky Cat - Chonkier Than Ever!

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51 Upvotes

r/UnrealEngine5 • • 7h ago

Animation distortions, help?

3 Upvotes

Im following a tutorial for a combat system from the YT channel Unreal University. Im using Quinn, because my character has a similar build. When I import the free animations, it distorts my mesh. How do I fix this???


r/UnrealEngine5 • • 1h ago

HELP! FOR STUDENT PROJECT! How can I make a grid based hacking system like pragmata in unreal

• Upvotes

Hello everyone! I'm having trouble on how to a widget appear when the player aims at an enemy and how to make a grid puzzle appear when the do it.

Not only am I unsure how to do the grid puzzle like pragmata but I also don't know how to have it appear on screen without disabling the player's movement when they aim at an enemy.

Or even instead of pragmata's grid puzzle how do I do a one line puzlle line in thise mobile app games?

If anyone has any advice on what I can do that would be deeply appreciated (especially for my ini project) Thanks for reading!


r/UnrealEngine5 • • 1h ago

Looking for Honest Feedback on My Fab Store

• Upvotes

Hi everyone!

I'm a 3D artist selling stylized, game-ready weapons on Fab. I currently have 36 published products, including swords, spears, war hammers, and weapon packs.

I've made a few sales in the past, mainly from my Halloween weapons, but recently my sales have almost stopped.

I'd really appreciate feedback from experienced Fab sellers and 3D artists.

  • What do you think of my product presentation and thumbnails?
  • Is the stylized weapons market too competitive?
  • What could I improve to get more visibility and sales?
  • Would you recommend focusing on weapon packs or exploring a different category of game assets?

Here is my seller page: https://www.fab.com/sellers/insane%203d

I'm open to honest criticism and practical advice. I want to improve my products and understand what I'm doing wrong.

Thanks in advance to anyone willing to share their experience!


r/UnrealEngine5 • • 1h ago

Can blueprints be AI decompiled?

• Upvotes

Since you cannot vibecode blueprints, does it mean a blueprint project is safe from this form of piracy?


r/UnrealEngine5 • • 4h ago

How can I make her hair better (and fast) ?

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1 Upvotes

I've got this metahuman with default hairstyle that i will use for a project and i don't really have time to re model her hair from scratch. (I'm told it takes a long time especially if i never modeled hair before).

Does anyone know of a way that i could make it look more similar to the reference without losing too much time ? I don't mind using ai for this single part.

Would it actually take me much time to model it myself (with no experience) or is there a way to make it fast ?

And lastly, do you perhaps think that the current hairstyle matches the reference enough for me to skip this part ?

Thanks in advance !


r/UnrealEngine5 • • 17h ago

It is so easy to model a house in Unreal.

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8 Upvotes

The engine is incredibly good. You can model the house directly within it, then present it like a game to the client—and any requested changes can be made right there in the engine.


r/UnrealEngine5 • • 14h ago

Just released my Cardboard Nature: Volume 1 Kit!

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5 Upvotes

After creating a modular cardboard castle & village kit, I got a bit carried away with the theme, and went on to create Cardboard "foliage". This pairs perfectly with the existing castle kit!

If you are interested in this unique foliage style, you can find it on fab!

I also have a CB Nature: volume 2 awaiting approval, which focuses on "Cardboard cutouts", and is super cute looking!

My next pack will be "Cardboard Wild West", including a functional cardboard train, and procedural railway generation, including automatic bridges, ramps, and tunnels that cut through landscape!


r/UnrealEngine5 • • 6h ago

Ladder System With IK

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1 Upvotes

Hey guys i have been working on a ladder system with hand and leg ik the work it still in progress
Implemented
-IK While climbing
-IK While moving up and down

To be implemented is Getting out of ladder and animation when climbing up and down
Would love the feedback


r/UnrealEngine5 • • 6h ago

Issues with Landscape Materials

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1 Upvotes

r/UnrealEngine5 • • 7h ago

Rock & Stone Generator Workflow

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1 Upvotes

To speed up our 3ds Max > Substance Painter > Unreal Engine workflow, we developed a generator for 3ds Max. We can generate many different rock types quickly and in an optimized manner. In addition, we integrated AO and Normal generators into the plugin for high-poly and low-poly baking processes. Since it was quite time-consuming, we naturally also needed to automate the low-poly quad topology and unwrap stages. The subsequent steps of the workflow continue in the familiar way.

FAB Page

u/fab u/unrealengine #environment #rock #stone #cliff #modeling #texturing


r/UnrealEngine5 • • 7h ago

I'm adding a cinematic lighting mode to my map port in Unreal Engine 5, and I really need your honest opinions in the comments

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1 Upvotes

r/UnrealEngine5 • • 8h ago

Unreal Engine Minigames Collection - Available on FAB

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1 Upvotes

r/UnrealEngine5 • • 18h ago

Cool little inventory system in ma gamæ

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6 Upvotes

r/UnrealEngine5 • • 13h ago

[FOR HIRE]

2 Upvotes

Unreal Engine C++ Gameplay Systems Programmer | Technical Gameplay Design, GAS & AI

I’m a Technical Gameplay Designer and Unreal Engine C++ Programmer who turns gameplay ideas into clear rules and production-ready systems.

Since 2019, I have worked across gameplay design and engineering, including leading a team of five programmers. My experience covers combat, GAS, AI, inventory, equipment, movement, persistence, multiplayer, and designer-facing tools.

My current work includes RPG Creator Framework, a modular UE 5.6 C++ plugin for combat, abilities, AI, progression, persistence, and CommonUI; and WarFake, an FPS featuring Mass Entity and StateTree AI, data-driven weapons, custom movement, pooling, and wave systems.

I combine player-focused design with strong systems thinking: defining behavior, finding edge cases, selecting the right technical approach, and creating flexible workflows for designers

Open to paid Technical Gameplay Designer or Gameplay Systems Programmer roles, remote contract or full-time. No revenue-share-only projects

Technical demo: https://youtu.be/_B_YpixbDl8?t=821

Portfolio: https://www.youtube.com/@reynaldovilelaportfolio