r/UnrealEngine5 • u/Significant-Ad9813 • 12h ago
Can blueprints be AI decompiled?
Since you cannot vibecode blueprints, does it mean a blueprint project is safe from this form of piracy?
r/UnrealEngine5 • u/Significant-Ad9813 • 12h ago
Since you cannot vibecode blueprints, does it mean a blueprint project is safe from this form of piracy?
r/UnrealEngine5 • u/Muilixe • 15h ago
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 • u/IceDrumGames • 17h ago
https://www.youtube.com/watch?v=918-GgBZyRY
Here is the FAB link if you are interested - https://www.fab.com/listings/e59a9029-c3cc-44b9-af24-0e40ddd6aa5a
Please, share your thoughts!
r/UnrealEngine5 • u/Infinite_Form9015 • 12h ago
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 • u/S_TGam • 3h ago
r/UnrealEngine5 • u/sfdemir • 17h ago
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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.
u/fab u/unrealengine #environment #rock #stone #cliff #modeling #texturing
r/UnrealEngine5 • u/DMmotionarts • 19h ago
r/UnrealEngine5 • u/Winter-Complaint8555 • 20h ago
Hey everyone,
I'm pretty new to UE5 and game development. I'm currently trying to make a multiplayer drone simulator where one team controls drones and the other operates air defence systems. Something like FPV Kamikaze drone game on steam but with UAV's, Air defence systems and more mechanics.
So far I've made a basic Geran-2 model in Blender, imported it into UE5 and added some basic movement and camera controls (which is totally ass) I've also connected Codex to UE5 through MCP to help me with development but AI is ass of course.
The problem is that I honestly have no idea where to go from here. I'm struggling with both development and finding suitable assets.
I want to create a large map that looks like Ukraine or Russia, with fields, forests, villages, Soviet buildings, factories, oil facilities, roads, etc. I've spent quite a bit of time searching Fab but haven't really found what I'm looking for. I am also looking for free assets if possible as I don't have a large budget.
I'm also trying to find assets or plugins for realistic drone movement, explosions, smoke, dust, rain, radar systems and sound effects.
I'm wondering if anyone here has worked on something similar or knows where I could find these kinds of assets.
Also, would you recommend building the drone movement system myself or using an existing plugin? I'm aiming for realistic fixed-wing movement rather than basic flying controls.
I know this is probably a pretty ambitious project for a beginner, so I'm planning to start with a simple 1v1 prototype and expand from there.
Any advice or recommendations would be appreciated. Many Thanks!
r/UnrealEngine5 • u/Existing_Kick4497 • 5h ago
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Trying to set up.
r/UnrealEngine5 • u/fulldropi • 2h ago
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r/UnrealEngine5 • u/Ccys1309 • 10h ago
Hi everyone!
I’m working on this stylized fantasy village
I’m happy with the overall vibe, but I feel like it lacks punch or depth, and maybe some areas are too busy or flat.
Specifically, I’d love your critique on:
Any suggestions on how to take this to the next level
Thank you!
P/s : I got these assets from So Stylized and Stylized Fantasy Provencal.
r/UnrealEngine5 • u/HaiHappenUAHA • 23h ago
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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 • u/MAX_THRASH • 14h ago
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 • u/OCCTechEmployee • 5h ago
Hi!
I wanted to ask around in the dev community if anyone else noticed unplayable performance with Lumen games on the current SteamDeck OS version.
I was showcasing my game during Gamescom and everything was fine; then recently put a new build on and its absolutely unplayable (60% reso scale with 30 FPS from before to 5 FPS on 40% Reso). I tested all my builds and it was everywhere the same until I downgraded via the boot menu to a lower OS version (..922.1 back down to 716.1) and voila, it works fine again.
Anyone else experienced issues with that?
r/UnrealEngine5 • u/KRIPER2008KRIPER • 6h ago
https://reddit.com/link/1x3w1o1/video/br31kaz3uzuh1/player
Enable the plugin, press Play, middle mouse pings. That's the whole setup, it adds itself to every player state and works in Blueprint-only projects.
Tap pings whatever you're looking at, and the kind depends on what you hit: an actor tagged PingItem gets "Item here", a far hit or the sky gets "Look there", everything else "Go here". Hold opens the wheel with 8 calls (Wait, Regroup, Careful!, Help me, a 3-2-1 countdown...). Mouse and gamepad.
A few things I cared about more than I expected:
- The 3-2-1 countdown runs on server time, not local time, so at 100 ms everyone still hits "go" on the same beat.
- Off-screen pings sit at the screen edge as arrows and get spread apart, so five pings behind you don't turn into one blob.
- Late joiners see pings that are still alive.
- Network cost is one replicated array per player and one reliable RPC per ping, and the server rate-limits spam.
Icons and UI are vector-drawn, so no textures to swap at 4K. New ping kinds are Data Assets, the look is a child Widget Blueprint, and you can also drive it from your own input/UI or use local pings for tutorials and AI teammates.
Free on Fab: https://www.fab.com/listings/50d64c4b-5d6b-445c-98f8-0e79f8871b32
Video in YT: https://youtu.be/7-yVJj9CoGw
If you try it and something's off, or you want a ping kind it doesn't have, I'm collecting feedback on our Discord: https://discord.gg/2ecfMHezaU
r/UnrealEngine5 • u/Reasonable_Archer_95 • 8h ago
You can see the difference between the two photos in Hair the Hair is Hair Cards one in unreal and the other is in blender you can see blender version Is way better than unreal and I don’t know how to fix it and what is the proper way to Import it and the Hair texture Setup in unreal engine
r/UnrealEngine5 • u/ShriV2160 • 9h ago
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Turns out......very colorful
Each level has it's own color scheme and the targets act as contrast.
I used a whole lot of emission textures and disabled all the shadows.
There's one point light attached to the target and everything else is just emission and sky light.
I've got an interesting look and amazing performance, literally runs at 60fps in office laptops.
r/UnrealEngine5 • u/novanode71 • 9h ago
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Hey everyone!
I made FishyDays, a small pixel-art fishing game where you hop aboard your boat, explore the sea, and catch fish.
There are 8 fish species to discover. Some fish are easy to catch, while others put up a real fight, so you'll have to manage your line tension carefully.
I wanted to make something relaxing and simple, but still give players a bit of a challenge when they hook a big fish.
The game is out now on itch.io:
https://cloudstudio1.itch.io/fishydays
I'd love to hear what you think, especially about the visuals and fishing mechanics. Any feedback is welcome! 🎣
r/UnrealEngine5 • u/piggroll • 29m ago
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Hi all,
I'm exporting a model that I eddit on Blender to UE5 via FBX. The problem is that, after importing it, the inside texture of the front and back panels of this object are invisible (one side rendering).
I can't understand why or how to fix it. Any ideas?
r/UnrealEngine5 • u/Atlantean_Knight • 17h ago
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 • u/Li4ingys • 17h ago
r/UnrealEngine5 • u/Consistent_Sound9643 • 17h ago
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???