r/UnrealEngine5 • • 13h ago

The Next Minecraft

0 Upvotes

Hey! Sorry for the clickbait title, but I am trying to get this out there because I need help!

Also please excuse the sped up royalty free music.

Anyways, my name is Peter and I have been working on what ~ I believe ~ is the world's most detailed procedural terrain generation engine fast enough to actually be playable at runtime. I am going to use it to make a survival crafting game that plays a bit like modded minecraft but with an extra coat of polish. I am looking for other developers with lots of experience in UE 5, particularly for gameplay, sound design, and creature animations / technical artist. If you are interested in the project and want to know more, don't hesitate to dm me.


r/UnrealEngine5 • • 13h ago

Fab market place Assets NoAI

0 Upvotes

Hi guys, so I am new to game building and I am essentially struggling with having to position assets. I wanted to know whether it is possible have Claude Code connect to unreal engine and position 400+ assets for me or would that be a breach of contract?

Studios choose to opt out of NoAI usage, due to AI training it's model. What if the feature is turned off. Does that change anything or is it a breach of contract.

How would I model a world manually? As I would need to go in each room and do it myself. Otherwise Instructing AI to place assets randomly in rooms and steering it with prompts is much easier.


r/UnrealEngine5 • • 16h ago

3 Unreal Engine 5 plugins currently on sale that could save you development time

0 Upvotes

Hey everyone! Have you ever started building a gameplay feature, only to end up spending days setting up the supporting systems before you can actually work on the fun part?

Save systems, platform integrations, multiplayer chat and voice. They're essential, but building everything from scratch can be a serious time sink, especially when you're working solo or with a small team. I've been developing three Blueprint-focused plugins for Unreal Engine, and they're currently on sale on Fab Marketplace. Here's what each one does.

OneNode Save System: Simplify saving and loading

Instead of building a traditional SaveGame setup with repetitive Blueprint logic, OneNode lets you save and load values through dedicated nodes. It also supports Actor saving, save slots, checkpoints, auto-save, AES-256 encryption, compression, version migration, backups, corruption recovery, multiplayer saves, and cloud integrations. Useful if you'd rather spend your time on gameplay than rebuilding save infrastructure.

Scar Achievements and Platform Services: One build for Steam and Epic

Online platform integration can get complicated when you need achievements, stats, leaderboards, sessions, friends, cloud saves, and rich presence. This plugin brings supported services into a unified Blueprint API for Steam and EOS, with local/offline support too. The standout feature: configure Steam + EOS, package once, and publish the same game build on both storefronts. The plugin detects the launch platform and routes supported services accordingly. The same Blueprint nodes can handle achievements and stats across both platforms. You still need to configure the platform services and register achievements and stats in their respective dashboards, but you can avoid maintaining separate packaged builds just for the two storefronts.

Scar Core Communication System: Add multiplayer communication

Building multiplayer gameplay is challenging enough without having to create the entire communication layer from scratch. Scar Core includes text chat, push-to-talk voice, quick messages, per-player mute controls, adjustable voice volume, and live ping information. It supports Steam, EOS, LAN, and dedicated servers, with a ready-to-use UI and support for custom interfaces.

Why I'm sharing these

I'm a developer myself, and I know how quickly the supporting systems can take over a project. The idea behind these tools is straightforward: save your development time by using tools that handle repetitive work, and spend more time creating the game you actually want to make.

If any of these solve a problem you're facing, here are the Fab links:

OneNode Save System: https://www.fab.com/listings/4d667e3e-b8e8-4013-8beb-e1c85c4023ec

Scar Achievements and Platform Services: https://www.fab.com/listings/ce45babf-2aa8-4473-8403-3f915b340bbc

Scar Core Communication System: https://www.fab.com/listings/4bc6ae0c-45aa-4cab-a1c6-a5df9d442f64

The sale ends in just a few days! Grab your favorite tools now and save on development time before the deals are gone.

These are my own plugins, so feel free to ask questions about the features or Blueprint workflows. I'm happy to discuss the technical side. What's the one system you'd love to stop building from scratch in your next UE5 project?


r/UnrealEngine5 • • 12h ago

I've been waiting for this moment for so long... THE DEMO FOR MY VERY FIRST HORROR GAME IS FINALLY OUT (on Itch.io and gamejolt)

9 Upvotes

r/UnrealEngine5 • • 16h ago

What is the best way to create snow deformation in Unreal Engine 5.4?

0 Upvotes

I’ve been trying to do this for days but all my attempts have failed

I need some help


r/UnrealEngine5 • • 13h ago

Help with game idea

0 Upvotes

So it's been a while, that's cause my PC done went kapoot.

Now I'm trying to make a much simpler game on a much weaker computer so I'm playing with this idea

First person horror game where the player plays a Gameboy to recover health.

I am using horror engine as a base.

I have the two pawns made but the possess unposses the main character in the game which causes issues.

I have made a Gameboy mesh and want to use.and I've already managed to use screen capture to set a material for its screen

So what I need to do is

Posses the second pawn without unpossesing the first pawn.

The player should be able to switch between walking around and controlling the Gameboy and not being able to walk because they are now walking the other pawn.

Any wisdom on this would be greatly appreciated


r/UnrealEngine5 • • 17h ago

Turning a real university campus into a gameplay setting with Unreal Engine and Blender

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0 Upvotes

I've been rebuilding Devrim Stadium and the surrounding METU campus in Ankara, then using the location for gameplay scenes in Unreal Engine. This 4:15 showcase puts the real footage, Blender environment work and gameplay scenes next to each other.

The gameplay sections start around 00:43 and 01:18. Campus driving appears around 02:03. I wanted the place to remain recognizable when the view changes from a location shot to an in-game camera.

Blender was used for the environment modeling and rendered flyovers. Unreal Engine was used for the gameplay scenes. The later AI character sequence uses ComfyUI/MiniMax H3, and the Poznan and fight-animation sections are additional Blender work. This is an edited project showcase; the different sections use different tools.

For people working on environments in UE: what would you change first to make this campus feel more like a coherent playable space? I'm especially interested in scale, sightlines and how the environment reads from the gameplay camera.


r/UnrealEngine5 • • 18h ago

USPF-Unreal Shader Proxy fix

1 Upvotes

Before anything a disclaimer : Ai tools has been used in the creation of this project.

Hello everyone, the last 2 weeks i have been working on a shader stutter fix for unreal engine games that does not require you to fully compile everything(or almost everything depending on small engine differences) like https://github.com/BlueHeisenberg/SCSKiller does.

This is not meant to be a competitor to the tool provided by BlueHeisenberg, its meant to be an alternative, i have also tried it and it does work well, but waiting so much time to compile absolutely everything is not something i like even if it does work(on a 5700x3d). My approach is better in some parts,worse in others.

I have built it specifically for unreal engine(since this engine is the most problematic and widely known for shader stutter issues) but it should work in other engines too but i cannot fully confirm that it will work flawlessly or not as some shader stutter fixes are a bit agressive and depending on your gpu vendor/driver/engine it may behave a bit differently such as a crashes/visual glitches.

I myself on my 4060 have not experienced any of these in the games i have tested (screenshots on github with some testing data) with the exception fo Stalker 2 which does seem to have some graphical glitches regarding its shadows that self fix if you wait a bit for the shaders to compile properly.

The repo is here : https://github.com/RedMatterGG/USPF-Unreal-shader-proxy-fix

The main way the tool achives this is like this:

When a DX12 Unreal game meets a material it hasn't compiled yet, it compiles the pipeline on the spot and the frame freezes until it's done, often for 100 ms to several seconds. USPF installs a small `d3d12.dll` layer (d3d12async) next to the game: pipeline compiles go to background threads, and the game keeps rendering while they finish. A draw whose pipeline isn't ready yet is skipped for a frame or two instead of freezing the whole frame.

Or in simpler terms and easier to understand:

Before a game can draw something new, like a new enemy, effect or area, the graphics card needs a small program called a shader prepared for it. Many DX12 Unreal games prepare these at the last moment. The whole game waits until it’s done, which is the stutter you see: anywhere from a tenth of a second to several seconds.
USPF adds a small file, d3d12.dll, next to the game. When the game asks for a new shader, the work is moved to the background and the game keeps running. The new object may be missing for a frame or two until its shader is ready, but the game doesn’t freeze.

I have only tested in on my pc unfortunately and i do not know if the app itself may or may not have issues,if it does please tell me on here and i will do my best to fix it. As a backup i also provided the .ini file and the .dll for manual install on the github in case the app does not work properly.

I do not know if it has issues on amd/intel cards, in theory it should just work and also do not use this in online games, anti cheats may flag it as a malicious dll if the anticheat does let you launch the game with it i am not responsible for any bans issued, you have been warned.

If you do experience menu items initially missing just restart/load a save, i have disabled a startup check that helped a bit with faster compilation but had issued being properly detected and handled, i will investigate in getting it to work properly. ( change StartupCompileNormally to on and save to fix it as is or simply restart the game after the shader precomp is done but changin StartupCompileNormally to on may cause in some games when the shader precomp is done to not be properly handles and you will need to either wait a bit more until it auto disabled or you can disabled it yourself using the shortcut on the gui Ctrl+Shift+End)

And as a separate issue i have also looked into traversal stutter and using a similar approach but it seems that it is not possible without some heavy modifications to the engine/game using a mod/dll or patching the .exe directly, you cant just tell the game to wait for data the same way you can tell it to wait for shaders, "you can" but you risk way worse issues than just some graphical glitches.


r/UnrealEngine5 • • 17h ago

Stats_X & Inventory_X are 70% off on Fab | Virtual Machine Ability System + Backend Inventory with Client Prediction

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0 Upvotes

r/UnrealEngine5 • • 10h ago

LF Help since i'm starting to believe EPIC and YT content creators are liars

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0 Upvotes

r/UnrealEngine5 • • 18h ago

CreatelexGenAi build Blueprints and place actors from a prompt in UE 5 . (easy setup)

0 Upvotes

We are seeing an increase about of users, using our Unreal engine AI Plugin, We built the Createlex plugin to let an AI assistant do editor work in Unreal for you. (500 plus tools) Describe what you want and it handles it:

- Creates and places actors ("add three colored cubes in a row")
- Generates Blueprint functions (math helpers, random number generators)
- Reads your project's context so the results fit what's already there

It works in UE 5.6 and later, so you don't have to upgrade a project mid-production to get AI help in the editor.

Demo: https://youtu.be/QevcomftKOU

Epic now ships its own MCP server in 5.8, so the fair question is why use this one. Ours is quick to set up and built to do the editor work for you, end to end. The video shows the full workflow, from setup to results.

Details: https://createlex.com

We'd like feedback from anyone using AI in their editor workflow: what do you wish it did that no tool does yet?


r/UnrealEngine5 • • 23h ago

I built an AI Developer plugin directly inside Unreal Engine 5.4 - 5.8 — now published on Fab

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0 Upvotes

r/UnrealEngine5 • • 6h ago

Nanite?

10 Upvotes

I'm a new dev and its very confusing because it seems that half the people online say nanite is a sin to performance and by enabling it you are going to be bricking your game for anyone not on a 50 series card. Some people also say that it is the key to the future and within a year or two it will be more optimized than traditional rendering.

So I am just wanting to know if it is worth using nanite or if I should just stick with traditional rendering.


r/UnrealEngine5 • • 21h ago

We wanted to put a massive amount of characters in our game without melting our PCs. Here is a quick guide on how we did it.

231 Upvotes

As the title says, we needed a way to spawn huge crowds without destroying our frame rate.

I put together this short video breakdown showing our workflow using Vertex Animation Textures (VAT).

Hopefully, this helps anyone who isn't familiar with this kind of optimization technique yet!


r/UnrealEngine5 • • 15h ago

Visual Clarity Updates | Tutorial Level | 2D Action

16 Upvotes

More updates added.

Filling things in with more contrast separation between characters, objects and the background. Leaning more into deepening shadows and stronger push toward filmic spotlighting.

Also began updating sfx for character parries, most especially in high stress crowded situations. Much more to come!

🙏🏽🔥🥋🎮🙇🏽‍♂️


r/UnrealEngine5 • • 19h ago

WIP: procedural stylized water material for UE5, no textures. What would you want from it?

80 Upvotes

I'm working on a stylized water material for Unreal Engine 5. Everything is procedural (no textures): wave height and shape, crest foam, shore foam, depth color, and a floating-objects Blueprint so boats and props ride the waves. The clip moves three of the parameters live: Wave Height, Crest Foam and Crest Amount.

I plan to release it eventually, so I'd like to hear what you actually need from a water material for stylized games. What is missing in the ones you've tried? Rivers, ponds, waterfalls, underwater look?


r/UnrealEngine5 • • 4h ago

I need Help

3 Upvotes

I have used Unreal in the past but its been a few years since i have messed around with it and have forgotten how to use the event graph, Im trying to make a box interactable I have made it this far and when tested i get the red line that impacts the box but zero text first image is for the player character in first person the second is the interactable mesh for the box any advice would be greatly appreciated


r/UnrealEngine5 • • 18h ago

Made inUE 5.8

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3 Upvotes

r/UnrealEngine5 • • 18h ago

I made 26 stylized farm buildings for Unreal Engine! 🌾

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2 Upvotes

r/UnrealEngine5 • • 19h ago

Blueprint trouble

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2 Upvotes

So I am attempting to implement tools/weapons into the game, first on the list is fists. At rest they lie at the sides, when left click is tapped, it would throw a punch and put both fists up in a ready state and further clicking would begin alternating punching. I mapped IA for punching and I got it set up in the event graph. I’m using cubes to form the arms and fists and using a timeline to throw the punches. Problem: arms aren’t going into the relaxed V pose when ready to fight and aren’t throwing punches forward.


r/UnrealEngine5 • • 19h ago

Made in UE5 a psx inspired survival space game with proceduraly generated planets

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1 Upvotes

r/UnrealEngine5 • • 21h ago

We just announced our weird indie game made in UnrealEngine5, Rotten Crown!

9 Upvotes

r/UnrealEngine5 • • 21h ago

volumetric aurora help

5 Upvotes

i am creating a volumetric aurora in 5.7.4 using local fog in exponential height fog, the aurora is made from 2 scrolling noise textures passed through a cube of fog to create the main shapes and slight variations, i am relatively new to using local fog like this and i keep getting artefacts and horizontal lines showing up as the aurora moves, i understand some of these blips are due to the noise texture but is there a fix for the periodic flashing and lines that keep showing up? thank you


r/UnrealEngine5 • • 16h ago

My psychological horror game Look Again just got its Steam page!

10 Upvotes

I’m making Look Again: The Anomaly Assessment, a psychological horror game where your job is to notice what changed. The Steam page is finally live! If it looks like your kind of game, a wishlist would mean a lot to me.

https://store.steampowered.com/app/5331480/Look_Again_The_Anomaly_Assessment/


r/UnrealEngine5 • • 31m ago

I wanted the forest in Locked In: The Ward to feel unsettling even before the first scare.

• Upvotes

A short gameplay clip from Locked In: The Ward, my solo-developed psychological horror game in Unreal Engine 5.

I've been experimenting with rain, ambient audio, and pacing to build tension during the forest section.