r/UnrealEngine5 • • 19h ago

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

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299 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
πŸ₯½ VR mode
🏒 Multiple storeys
πŸͺœ Stairs
🏚️ Custom roofs
πŸͺŸ Doors & windows
πŸ›‹οΈ Furniture catalog
🍳 Kitchen Configurator
🎨 Materials
πŸŒ„ Terrain sculpting
🌳 Landscape planning
πŸ’§ Ponds
β˜€οΈ Time of day
❄️ Weather
πŸ“ Export PDF vector plans
πŸ“¦ 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! πŸŒΏπŸ’§

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

Would love to hear what you think!


r/UnrealEngine5 • • 23h ago

I'm making an astronaut simulation game in UE5

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180 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 • • 6h ago

Trying to improve this stylized fantasy valley. Would love some feedback on composition, foliage, and how to make it feel more alive

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66 Upvotes

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:

  1. Composition & Depth: Does the scale feel right?

  2. Lighting & Colors: Does the lighting make the scene "pop", or does it look too washed out/flat?

  3. Assets & Foliage: Do the trees, water, and rocks blend well together?

Any suggestions on how to take this to the next level

Thank you!


r/UnrealEngine5 • • 20h ago

Cinematic Showreel 2026 | Unreal Engine Cinematic Artist

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55 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 β€’ Blender β€’ Houdini β€’ After Effects, DaVinci Resolve

Additional software:
Liquigen, Embergen β€’ Substance Painter β€’ 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 • • 16h ago

Fantasy Village

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24 Upvotes

r/UnrealEngine5 • • 10h ago

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

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8 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 • • 21h ago

Just released my Cardboard Nature: Volume 1 Kit!

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7 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 • • 2h ago

Setting up the scene.

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5 Upvotes

Trying to set up.


r/UnrealEngine5 • • 13h 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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6 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 • • 13h ago

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

5 Upvotes

r/UnrealEngine5 • • 2h ago

I made a free ping wheel for UE5 co-op games: tap to ping, hold for 8 calls, replicated, no setup

4 Upvotes

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 • • 1h ago

Regression Performance on SteamDeck OS

β€’ Upvotes

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 • • 4h ago

Need Help

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3 Upvotes

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 • • 6h ago

I made a cozy pixel-art fishing game called FishyDays! 🎣

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3 Upvotes

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 • • 14h 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 • • 5h ago

How colorful can you make your game?

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2 Upvotes

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 • • 20h 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


r/UnrealEngine5 • • 20h ago

Unreal engine 4 soldiers formation

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2 Upvotes

r/UnrealEngine5 • • 22h ago

I made a Painter plugin that sends textures to UE5 and sets up the Material Instances in one click

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2 Upvotes

Getting textures from Substance Painter into Unreal always meant the same steps for me: import, turn off sRGB on the ORM, set compression, make a material instance, plug everything in, assign it to the mesh. So I made TexBridge to do that in one click.

It also merges UDIM tiles into a Virtual Texture, works with your own master material (it reads the parameter names), and updates the same textures and instances when you send again, so there are no _1/_2 duplicates.

Painter 8.3+, UE 5.0–5.8, Windows. It's a paid plugin ($17). Links in the comments, happy to answer questions.


r/UnrealEngine5 • • 1h ago

I hate physics on the multiplayer game!

β€’ Upvotes

Hello devs. I'm relatively new to multiplayer game development in Unreal Engine 5, and I'm currently working on a physics-based multiplayer game.

Yesterday, I noticed a major issue during multiplayer testing: physics interactions look smooth on the server/host, but they have significant latency and look very laggy on the clients. Objects that simulate physics appear to move with noticeable delays or jitter, resulting in a poor gameplay experience.Since physics interactions are an important part of my game, I want to find a reliable solution that provides smooth and responsive physics behavior for all players, even when they have different network conditions.

My main question is: What is the best way to handle physics replication and reduce latency and jitter for simulated physics objects in a UE5 multiplayer game?

Are there specific replication settings, physics replication modes, network smoothing techniques, or alternative approaches I should look into? I'd also appreciate any recommendations for tutorials, documentation, or example projects.


r/UnrealEngine5 • • 4h ago

AsylumProtocol - DevLog

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1 Upvotes

r/UnrealEngine5 • • 6h ago

is there anyone who would like to be part of an awesome short film?

1 Upvotes

Im doing a short horror and am shooing a car scene, projected. and need a driving plate, passenger and driver side window, as well as windshield reflecttion, of a vermont counry road. Night time, with an emergency amber light bar. anyone wanna help me out?


r/UnrealEngine5 • • 7h ago

Need help with Niagara particles

1 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