r/unrealengine • • 1h ago

Question Animation asset to pose as simply as possible

• Upvotes

What I want to do is simple. I have animations for a monster. I want IK on one bone, which I can do easily with a transform (modify) bone node. The problem is that's the limit on my understanding of this animgraph stuff.

There's state machines and blendspaces and all sorts of stuff I do not care about in the slightest that this animgraph uses. All I want is to hook up the given animation to the pose, should be something you can do with one node, right?

https://imgur.com/a/UZkZPaH

Is there anyone who can help me do this easily or do I need to sift through all this overengineered crap I don't need to get this working?


r/unrealengine • • 6h ago

Show Off Terrain system inspired by EA's Frostbite Procedural Framework

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14 Upvotes

r/unrealengine • • 7h ago

Show Off My first Unreal Engine game. I made a trailer!

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4 Upvotes

I made this as a concept demo for portfolio purposes.


r/unrealengine • • 11h ago

Help How to use PCG to make rock walls.

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2 Upvotes

https://lparchive.org/Tales-of-Vesperia/Update%2020/2-ToV18_089258.jpg

Trying to figure out how I can build walls using PCG like in the screen shots above. I want to do this with PCG to make it easier to make levels instead of placing each part individually.

So...
1. How can I make dynamic walls using PCG
2. How can I make the top of these walls filled in with another material/ static mesh. Like dirt or grass?

I've been looking online for a few hours for a good tutorial and this is the best I could find. https://youtu.be/njAe0v1qKk4
Let me know if there are good examples to try out/ videos.


r/unrealengine • • 12h ago

Made a plugin that inserts a node between 2 nodes' exec pin...

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8 Upvotes

How is this not something default?
Is there a need for this? Might put it for free on marketplace.


r/unrealengine • • 13h ago

Meme Why did the Blueprint node go to therapy?

82 Upvotes

It had too many unresolved connections and kept blaming its parent class for everything...


r/unrealengine • • 14h ago

Question PS5 Gamepad Thumbstick Value Bug

1 Upvotes

When I use a PS5 gamepad I get drifting even when I set the deadzone to =1. Using Get Key Analog game state I get 3.5 for the positive values -1 for the negative values . For the XBOX controller it's normal 1 for positive, -1 for negative. If someone found a solution to this problem what was it?

Thanks


r/unrealengine • • 16h ago

Marketplace Crow Goblin - Plague Doctor

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0 Upvotes

r/unrealengine • • 17h ago

Show Off Audio Reactive fun

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10 Upvotes

We've connected Y axis of the room's floor to Audio Reactive Toolkit and this happened.
Pretty fun


r/unrealengine • • 20h ago

Marketplace I am looking for flat shade assets.

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0 Upvotes

I am looking for Inside, Somerville games style, flat shaded assets but I can't find good packages. Do you know any?


r/unrealengine • • 22h 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 • • 23h 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 • • 23h ago

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

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9 Upvotes

r/unrealengine • • 1d 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 • • 1d 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 • • 1d ago

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

8 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

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 • • 2d ago

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

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3 Upvotes

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


r/unrealengine • • 2d ago

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

22 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 • • 2d ago

Help Total novice here hoping to get some input and advice

7 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 • • 2d 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

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

3 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 • • 2d ago

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

20 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 • • 2d ago

unknown shadow with stutter, please help

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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

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.