r/unrealengine 7h ago

Show Off Voxel-style visualization for fluid sim

Thumbnail youtu.be
18 Upvotes

Experimenting with voxel-style visualization for my fluid sim. It's not really true voxels I guess, but do you think it's worth putting some work into this? This is just a hacky way that lacks many features at the moment.


r/unrealengine 1h ago

How do I upgrade my build?

Upvotes

I've been working on a project for months, and now I keep getting this notification, and it won't open. How do I do this so I can save my project? This is what I keep having pop up

"The last build used an outdated BuildSettingsVersion, or the target still requires upgrading.

Please upgrade SurveillanceUSAEditor.Target.cs:

Update the build settings version (Installed Engine Build & Source Build):

DefaultBuildSettings = BuildSettingsVersion.V7;

OR

Declare a unique build environment (Source Build only):

BuildEnvironment = TargetBuildEnvironment.Unique;

If you have already updated the target, would you like to rebuild & open the project?"


r/unrealengine 1h ago

I made a tutorial on the right way to build a level in Unreal Engine 5. Check it out if you're interested in level design!

Thumbnail youtu.be
Upvotes

r/unrealengine 10h ago

My UE5 Custom Paired Actions Editor

Thumbnail youtube.com
11 Upvotes

Just wanted to share my progress on Paired Actions system, which bugs me every time i build this for a specific game all over again, and it was never advanced this much until now. In current state, I can add as many participants as I want, and they can be marked as optional so not even required for sequence to start.


r/unrealengine 3h ago

UE5 UE5 Multiplayer Skin System

Thumbnail youtu.be
3 Upvotes

I just uploaded a new Unreal Engine 5 multiplayer tutorial!

In this video, I show how to create an interactable character stand that lets players swap their character skin, with the change replicated for everyone in the session.


r/unrealengine 3h ago

Marketplace The complete inventory system framework is now on sale with 50% off!

Thumbnail youtube.com
2 Upvotes

Complete Inventory System Framework is a game ready replicated solution featuring inventory, equipment, crafting, FPS and TPS interaction systems, vendors, pickup items, item containers, item inspection, advanced save system, Steam Online Services integration, random loot generation, and modular openable objects(doors, drawers etc.). Designed with a flexible widget workflow(can be customized in any way), gamepad support with on creen keyboard and virtual cursor and it provides a solid foundation for building RPG, survival, and multiplayer games.

Inventory System

  • Primary data assets are used to store an item's static essential information, such as name, icon, etc.
  • A struct is utilized throughout this framework to represent item information. It holds a reference to the associated item data asset for its static essential item info and includes additional variables to represent its dynamic info, like the quantity of the item.
  • You can split, stack, drop, loot, reallocate, transfer, inspect, use, mark, disassemble, consume, preview, etc., an item.
  • Column count and max displayed inventory row count can be adjusted easliy
  • Global slot limit, per category slot limit, or infinite slot limit for inventory slot limitation.
  • Weight limit and the ability to block item looting when over the weight limit or limit character attributes in encumbered state (Walking speed etc.)
  • Data table item import workflow or directly adding items to a specified array manually to initialize this inventory
  • The framework is fully server-authoritative. Every action is processed and validated by the server.
  • You can search for items. It works similarly to the Blueprint Graph search, so you can type something like "le pla" to quickly find the Leg Plate item.

You can also sort your inventory by Name (alphabetical order), QuantityRarityWeight, and Price.

Additionally, the crafting modules includes extra sorting options. You can sort by Crafting Cost and Crafting State. The Crafting State sort prioritizes items in the following order:

  • Items you've already crafted and are waiting to collect.
  • Items currently in the crafting queue.
  • Items you can craft because you have all the required ingredients.
  • All remaining items.

There are also several additional rules that make the sorting system more advanced. For example, if an item can be bought but not sold, it will automatically be pushed to the bottom of the list when sorting your own inventory by Price, since it has no sell value. However, the same item behaves normally when viewed in a vendor's inventory.

Another example is vendor currencies. Vendors can use different currencies (e.g., some prefer Coins, while others use Gems). When sorting by Price in a vendor's shop ui, items priced in that vendor's preferred currency are prioritized and displayed at the top of the list.

Equipment System

The Equipment component manages all equipment-related functionality. This component contains all the slots in an array, allowing you to specify the features of each slot using the elements of this array. You can configure the following features:

  • Whether a slot is enabled or not
  • Whether it is bound to the inventory or not (For exp: Character Pocket or Saddlebag)
  • Suitable item types for this slot
  • Slot capacity (which can also be infinite)
  • Suitable sub item types (For exp: Helmet or gauntlet)
  • The system also includes a radial menu for selecting the active slot used to consume items

Interaction System

  • Work with FPS and TPS cams.
  • Detection runs locally on each client to reduce server workload, but all interaction requests are processed and validated by the server to ensure everything is correct.
  • Interaction sense and interaction outline post process effects to visualize interactable objects.
  • Precise interaction logic is used to determine whether the player is facing the front of the interactable actor or if both of them are facing each other.
  • Tap, double-tap and hold interaction inputs.
  • Obstacle detection.
  • Animated interaction and loot info widgets.
  • Can examine objects or inspect items.

Vendor System

  • The sell and buy price multipliers for each item category.
  • The item categories that are enabled or not for the player and vendor, also to block item transfer from the player's inventory for some of the item categories that are enabled for the vendor.
  • Vendor budget (can be infinite).
  • Vendor Showcases allow players to purchase items directly from the vendor's showcase, and they are directly bound to their associated vendor.

Stash System

  • Whether the stash is going to be a skeletal (animated) or a static mesh.
  • The item categories that are enabled or not for the player and stash.
  • Opening - closing anims and sounds.

Crafting System

  • To craft an item, you must have the item's blueprint in your inventory, all the items in the required amounts as listed in its recipe and enough coins to cover its crafting cost.
  • The crafting module can be configured to enable specific item categories, allowing for a tailored crafting experience. For instance, you can create a campfire that is only able to craft food items or a crafting bench designed for crafting resources, armors, and weapons.

Flexible Widget Design Workflow

  • Base widget classes contain no visual design and use an empty widget hierarchy. All UI elements are created within template widgets, which pass the required references to the base classes. This approach allows you to create multiple custom widget designs while reusing the same core functionality.

Gamepad Support

  • Full Xbox gamepad support encapsulates continuous navigation through the widgets. Additionally, by using a gamepad, players are capable of performing every action that can be done with a mouse and keyboard.
  • On-screen keyboard and gamepad virtual cursor support.

Loot Chests - Item Containers

  • Items can be placed manually or generated through a random loot generation system by defining its rules in a data asset instance within the editor.
  • Item containers can be destroyed after being looted with a disintegration effect.
  • Loot chests contain a key system where you can define which item the player needs to open the chest, along with some other useful configuration variables.

Openable Modules (Doors, Drawers, Lockers etc.)

  • Contains a key system similar to what the loot chests have.
  • Items can be placed in drawers or on lockers.
  • A door can be created that opens both rotationally and linearly (left-right or up-down).

Complete Main Menu

  • Server Browser, Server Creation UI, Save/Load Widget, and Settings Widget with Controls, Gameplay, Graphics, Display, and Audio options.

Steam Online Services

  • Create, destroy, update and find sessions
  • Invite and join via Steam Friends Overlay
  • Achievement and stats support

Save System

  • You can specify a save slot limit, mark a save game file as manual or auto-save, and the saved local time will be written in the save game file.
  • Additionally, it features a main menu and popup system to control the save and load system.
  • Save Screenshot and Compressed Save File Support

Localization

  • All text used in the widgets is referenced through String Table entries and has been localized for Japanese and Spanish.
  • This pack contains a font asset that encapsulates most of the Unicode character ranges.

The project has been updated almost every month since its release. It includes documentationvideo tutorials and a Discord server where you can get support and ask questions.

For more detailed information, please visit the Fab page.


r/unrealengine 2h ago

Free Unreal Engine Plugin Keys | Looking for Feedback on a Blueprint Performance Plugin

1 Upvotes

Hey everyone,

I've been working on a plugin called ParallelFlow to help improve performance in Blueprint heavy Unreal Engine projects.

The goal is pretty simple. Instead of rewriting parts of your game in C++, you can replace some expensive Blueprint operations with optimized nodes and see if it helps reduce hitches and FPS drops. I'm still improving it, so I'd love to get some real feedback from other developers.

Here are a few free keys:

  • CJ7UK-ET543-45L4G-XS62X
  • 9S6AE-S84JM-A78U2-G99YE
  • VSDN5-B6M57-V8EU2-SHTPR
  • P3VKY-A7CYN-L6A95-SUM84

If you grab one, please try it in a real project and let me know what worked, what didn't, and what you'd like to see added. Honest feedback is way more valuable than a positive review. If these keys are already gone, there are a few more available in our Discord along with some of our other Unreal Engine plugins.

Thanks, and I hope it helps your project!


r/unrealengine 6h ago

Marketplace Tactical Knife Pack for Unreal Engine 5 – Game-Ready Assets for FPS Projects

Thumbnail youtube.com
2 Upvotes

Hey everyone!

Sharing a showcase of our Tactical Knife Pack for Unreal Engine 5, created for FPS, military, survival, and action game projects.

The pack includes game-ready knife models with detailed PBR materials, designed to help developers quickly add high-quality melee weapons to their projects.

Showcase video:
https://www.youtube.com/watch?v=PMb-7fe12vA

Available on Fab:
https://www.fab.com/listings/95351b24-a0e6-481b-8923-af14da9bd69a

Would love to hear your feedback on the models, materials, and overall presentation!


r/unrealengine 11h ago

HONG KONG Urban Market UE5 Gameplay

Thumbnail youtu.be
5 Upvotes

r/unrealengine 3h ago

Free UE5 Birch Biome Sample Environment & Survey

0 Upvotes

Hello everyone, we would like to share our free Birch tree sample pack with the community and curious about your thoughts for fab marketplace and Freshcan 3D.

https://docs.google.com/forms/d/e/1FAIpQLSf2OGE18VFKs1I0Ihn-2xAyyBj-4ewr6iXvEp9v5xKutpTfyQ/viewform?usp=dialog

We’re planning our next Freshcan 3D environment packs, and we’d love to hear what you think.

Your answers will help us decide what to create next, which technical features to support, and how to balance quality, performance and pricing.

Thanks for your time.


r/unrealengine 10h ago

Show Off A Noir Detective Office Environment Pack

Thumbnail youtube.com
3 Upvotes

A cinematic detective office environment created in Unreal Engine , inspired by classic film noir aesthetics.

Designed as a small narrative-driven game level, the scene combines environmental storytelling, moody lighting, and detailed props to create a believable investigation space. From the detective's office to the darkroom and evidence board, each area is intended to support exploration and visual storytelling.

I'd love to hear your thoughts on the atmosphere, lighting, and overall presentation.


r/unrealengine 22h ago

Does anyone feels that GAS is very messy to maintain?

25 Upvotes

I wanna know if i'm missing something here.

I'm building a roguelike project with a bunch of skills, stats and etc and i do not know exactly what will go in the final version (i.e will i have poison element? Equipment that increases mana regen? idk yet).

I was starting to prototype my own system for handling attributes and effects, cooldowns and etc. Then i stumbled upon Ali Elzohery tutorials on GAS and decided to try it out, i'm on part 4 of the tutorial and have learned abilities, effects, attributes and cues.

Honestly right now everything feels a mess, for a simple stamina regen you need to do a whole bunch of setup that seems weirdly hard to scale. Abilities and Cues seems great, your cooldowns are managed for you, if you want you can use cues to play VFX and SFX and it feels clean and perhaps scalable, but for attributes and effects?

It just seems incredibly wrong, only floats are allowed (have you ever seen anyone with 0.5 HP left?). If i want my equipment to modify attributes i need a bunch of modifiers (which will also be attributes). If i want to create a new type of damage/resistance i can't just add an entry in an enum, i'll have to do specific repeated calculation for each damage type, it just feels the opposite of good programming practices so far.

Having everything being replicated easier and having you cooldowns and gameplay tags stopping you from using abilities is really great. But other than that it feels like a chore to do the very basics. So i ask again, am i missing something? Will it make sense later on and actually there is a way to make it really scalable? Is Ali's tutorial missing on something really important that could bring scalability into things?


r/unrealengine 14h ago

Discussion For those using AI in Unreal, what parts of your workflow did it actually improve?

7 Upvotes

I’m curious about real experiences with AI-assisted Unreal development, especially using the Unreal MCP Server.

Not just “it wrote a function,” but actual workflow improvements you have noticed while using those tools.


r/unrealengine 6h ago

Unreal Engine Quarry Environment ( Fading Echo )

Thumbnail artstation.com
1 Upvotes

As promised here is the second environment that I want to showcase for the game


r/unrealengine 8h ago

Lighting UE5 Demo: Epic Fog + Sky Atmosphere vs NVIDIA Volumetric Light.

1 Upvotes

Youtube Demo
Imgur

Hello,

I made a short demonstration video comparing the default Epic fog setup

(Exponential Height Fog + Volumetric Fog + Sky Atmosphere) vs NVIDIA Volumetric Light (NVVL) in Unreal Engine 5.8

In the video you can see:

  • Epic setup
  • NVVL
  • NVVL presets.

Advantages I personally find in this old Gameworks:

  • NVVL can potentially replace 4 systems at once (Epic Fog (Exponential Fog + Volumetric Switch), Sky Atmosphere and Light Shafts).
  • You end up with fewer actors in the scene and more centralized manager.
  • Looks better (IMO). Gives 2015 era visual vibes.
  • Works by volumes which are super easy to setup using presets.

r/unrealengine 5h ago

Hey, Epic... Can we get a change to WPO settings? Having the max distance value to disable WPO is great but it's kinda terrible that we have to write material code to fade the WPO out to avoid popping.

0 Upvotes

Basically, I have to set up a bit of code that either runs on the vertex program or the pixel program to fade out WPO. That's calculating what should be just a uniform. If the WPO settings on the actor would allow for having a fade begin/fade-end-and-disable, you could just pass in a single float multiplier for the final WPO value.

Please?


r/unrealengine 11h ago

Question HELP ME UNDERSTAND HOW TO SHARE MY GAME DEV WIPS

0 Upvotes

Hi everyone!

I'm currently learning Unreal Engine so I can develop my first game, and I have a few questions. If you happen to see this same message posted in several indie game development groups, it's simply because I'm trying to gather as much advice as possible from different developers.

So, here's my question.

Using what I've learned so far, I recently published a small game/test level here:
https://elm-art.itch.io/crash-dream

Since it was just a small practice project where I applied the first techniques I learned, I never really felt the need to share screenshots, work-in-progress updates, or development logs.

Now that I'm starting work on my first real game, I'd like to do things differently.

I'd love to share screenshots, WIP videos, and development updates over time to gradually involve people in the project and, who knows, maybe even build a small community of people who are interested in following its development.

So my questions are:

  • Which social media platforms do you use to promote your game while it's still in development?
  • How do you usually share your progress? Do you post screenshots, short videos, devlogs, GIFs, or something else?
  • If you were starting from zero today, what would you focus on to help people discover your project?

I'd really appreciate hearing about your experiences and any advice you can share. Thank you!


r/unrealengine 13h ago

Question Triggering animation in ABP from input

1 Upvotes

I have a one-two-three attack animation that flow from one to another. Looks good on the montage player. I also have a combo variable that keeps track of "is the character attacking right now" and how many times the player mashed the attack button (so that I know that which animation is supposed to play).

The way I used to do it is by attaching a Play Montage node when the attack button is pressed. Probably not the best solution? It probably makes more sense to put this in the ABP but I'm not sure how to trigger an animation from there. I tried blend poses by bool, but it only works once, and it only works with one of the attack animations.

ABP and attack BP: https://imgur.com/a/C8Dn8Ax

Bonus: I want to be able to run while attacking. I got the idle pose + run using layered blend per bone, but I'm stuck after that.


r/unrealengine 13h ago

Marketplace Tactical Knife Pack VOL.2 – Game-Ready Weapons for Unreal Engine 5

Thumbnail youtube.com
1 Upvotes

Hey everyone!

Sharing Tactical Knife Pack VOL.2, a collection of game-ready knife assets created for Unreal Engine 5 projects.

The pack includes detailed knife models with PBR materials, designed for FPS, military, survival, and action game development.

Showcase video:
https://www.youtube.com/watch?v=dugFx43Eo5U

Available on Fab:
https://www.fab.com/listings/d144bf98-07db-40f2-a6ec-9fc87587c419

Feedback from Unreal developers is welcome!


r/unrealengine 1d ago

Tutorial Unreal Engine 5.8 - Chaos Destruction for Beginners - Create Realistic Fractures: Concrete/Asphalt.

Thumbnail youtube.com
20 Upvotes

In this video, I cover how to create realistic Concrete fractures that can also be used for Asphalt Roads.


r/unrealengine 22h ago

Announcement Gridline Blueprints is 30% off for the Fab Summer Sale - Orthogonal Routing, Named Reroutes, and Node Alignment [UE 5.6/5.7/5.8]

3 Upvotes

Hey everyone, I'm the developer of Gridline Blueprints. Full transparency upfront: the Fab Summer Mega Sale just kicked off, and the plugin is currently 30% off.

For anyone who hasn't seen this before, Gridline Blueprints is an editor-only plugin built to fix Blueprint spaghetti. You know the graph. The one where you have to zoom out three times to find where a wire goes, where reroute nodes get buried, and where wires phase straight through the middle of the node you're trying to read.

Gridline replaces Unreal's default curved splines with a precision orthogonal pipeline and adds a suite of graph quality-of-life tools on top. Here is a full rundown of what it does:

Orthogonal Wire Routing

Wires run horizontally and vertically only, turning at strict right angles.

  • Node Avoidance: Wires actively route around nodes instead of phasing through them. (Simple mode shifts wires laterally; Complex mode inserts full detours around obstacles).
  • Wire Spacing: Overlapping parallel wires automatically fan out so you can distinguish every individual connection.
  • Junctions & Corners: Visual markers (Break, Jump, Ring, or Disc) appear at wire crossings so you always know what’s connected. Corner styles are fully configurable (Fillet, Eased, Chamfer).
  • Flow Animation: Optional dots or pulses travel along wires to visualize data flow, filterable by wire type (Execution, Data, All, or Selected).

Named Reroutes

Standard reroutes just bend wires. Named Reroutes eliminate them.

  • Drop a Declaration node, give it a name and color, and capture a wire's value.
  • Place Usage nodes anywhere else in the graph that needs it.
  • They’re linked by a stable GUID, survive renaming/copy-pasting, appear in the standard action menu, and support Jump to Definition. Your graph reads like documentation instead of a spiderweb.

Smart Node Alignment

Press F, and the plugin automatically arranges your selected nodes into a clean, readable layout.

  • It's a graph-aware layout engine, not a dumb grid snap. It flood-fills through execution connections, identifies the anchor, and recursively lays out execution chains left-to-right.
  • Data chains (nodes without execution pins) are neatly stacked in a "data rib" to the left of the node they feed into.
  • Execution wires are automatically straightened so input/output pins match perfectly on the Y-axis.

Context Menu Upgrades

Four targeted fixes for the Blueprint right-click menu:

  • Fuzzy Search: Type "gpc" or "getplayrcontroller" and find "Get Player Controller". It pre-enriches the database at startup, so there’s zero per-keystroke lag.
  • Recent Nodes: Press F1 (or Shift+F1) while the menu is open to cycle through your recently used nodes.
  • Menu Resize: Expand the default window width and height to fit your monitor.
  • Auto-Expand Categories: No more clicking through collapsed UI trees to find what you need.

The General Details

  • Zero Runtime Cost: This is strictly an editor-only plugin. It is completely stripped from packaged builds.
  • Works in Blueprint graphs (Event, Function, Macro) and Animation graphs.
  • Full C++ source included, no third-party dependencies.
  • All settings are live, tweak them in Project Settings and see changes instantly, no restart required.
  • Supports UE 5.6, 5.7, and 5.8.

Happy to answer any questions. Bug reports and feature requests are always open on GitHub.

📦 Fab: https://www.fab.com/listings/7c0c9b3e-2a9e-4524-b152-d8158db67bfd

📄 Docs: https://helixthehare.github.io/

💬 Discord: https://discord.gg/F2zGvGHWXX


r/unrealengine 1d ago

Question Questions on folliage optimization for a project

5 Upvotes

Hi! I am coming for advice on how to optimize folliage in unreal for a realistic project, for context i am in art school (cattered towards video game art) and for my last year i have to make a project in unreal engine.

I want it to be impressive as it's going on my portfolio but i have limited knowledge in unreal engine.

The setting would be a forest with an abandonned mausoleum in it's center and i don't know how to make a realistic forest with moss, wind ect without my pc exploding.

Sorry if it's a dumb question but how would you go about making a realistic forest optimized and game ready in unreal engine? Do you have tips or ressources i could look into?

Sorry for the bad grammar english is not my first language😅


r/unrealengine 1d ago

Art showcase for an Unreal Engine Action/ Adventure RPG

Thumbnail artstation.com
3 Upvotes

I have been working on a project for the past 3 years. Our goal was to create an ambitious semi open world action/adventure RPG with a very small team. To add to that ambition, I was the only environment artist to create the world that our players will explore.

I am happy to finally be able to freely share everything that I have been contributing to and I'm grateful for UE as the same process elsewhere would have taken 3 times as long.

Here is the first of many posts to come Fading Echo | Undertide


r/unrealengine 21h ago

Show Off I've been working for a while now on bringing a really cool open-source procedural generation algorithm into game engines! Here it is generating an infinite Backrooms world in Unreal.

Thumbnail youtube.com
0 Upvotes

r/unrealengine 21h ago

Marketplace Property Recorder

0 Upvotes

Just released a FREE plugin for capturing parameters into key frames, including intelligent clean up. Aimed at generative movement, incoming data and in editor changes.

https://fab.com/s/4d56acca1e45

Check it out, leave a review!