r/unrealengine 10h ago

Show Off Voxel-style visualization for fluid sim

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23 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 13h ago

My UE5 Custom Paired Actions Editor

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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 14h ago

HONG KONG Urban Market UE5 Gameplay

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5 Upvotes

r/unrealengine 17h 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 4h ago

How do I upgrade my build?

5 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"The last build used an outdated BuildSettingsVersion, or the target still requires upgrading.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 6h ago

UE5 UE5 Multiplayer Skin System

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4 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 5h ago

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

3 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 4h 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!

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2 Upvotes

r/unrealengine 6h ago

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

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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 13h ago

Show Off A Noir Detective Office Environment Pack

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2 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 14h ago

Question HELP ME UNDERSTAND HOW TO SHARE MY GAME DEV WIPS

1 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 45m ago

Help UE 5.8 DNA problem

Upvotes

I updated to UE5.8 and I'm following a process that I am used to doing in 5.7 but I'm running into issues. Basically the process included exporting a metahuman for DCC, modifying it in Maya, then importing it back into UE after assembling it. After updating however, the face gets completely deformed after applying the correct DNA and post process abp. It's almost like the DNA is flipped. The skeleton I applied to it is face_archatype_skeleton and the DNA I imported is the one created when exporting the metahuman to DCC. Is there a reason why it's doing this? Is it anything that I did wrong in Maya? Example in the comments.


r/unrealengine 9h ago

Unreal Engine Quarry Environment ( Fading Echo )

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1 Upvotes

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


r/unrealengine 9h ago

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

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1 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 16h 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 16h ago

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

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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 6h 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 11h ago

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

0 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 23h 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.

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0 Upvotes

r/unrealengine 2h ago

Marketplace Easy Save Manager is now on sale with 50% off!

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0 Upvotes

Easy Save Manager is an Unreal Engine plugin designed to help developers rapidly implement a Blueprint friendly save system. It includes save and load support, folder based save slots, auto and manual saving, actor life cycle tracking, save metadata, and custom save object support.

Building a reliable save system from scratch can be time consuming, Easy Save Manager provides a clean and organized solution for common requirements, helping you save development time while staying focused on your project. Easy Save Manager is designed to be fully usable without any C++ knowledge, making it a great fit for Blueprint only developers while still being suitable for C++ projects. It allows you to save and load level actors, level and sub-level actors, inventory and equipment systems, actor components and any other gameplay related data in an organized and flexible way.

Key Features:

  • Blueprint friendly implementation
  • Folder based save slots with gamedata, metadata, and save screenshot image file
  • Actor lifecycle tracking: controls whether the actor should be spawned or destroyed, and whether its transform should be restored to the last saved position
  • Actor component support
  • Custom save object support
  • Compressed save files

Fab Link
Usage Example


r/unrealengine 8h 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?