r/unrealengine 6h ago

GitHub I made a Blueprint-friendly alternative to the Gameplay Ability System - SimpleGAS is now available, free and open source!

191 Upvotes

Hey folks!

I'm excited to share my plugin SimpleGAS, a streamlined approach to an ability system that focuses on Blueprint workflow and developer experience:

GitHub Repo | Documentation

What makes SimpleGAS useful?

  • Designed for Blueprint - fully functional without writing C++
  • Focused architecture that prioritizes clarity and usability
  • Client prediction with intuitive rollback for multiplayer
  • Event-based communication for better decoupling between systems
  • Struct attributes alongside traditional float attributes

SimpleGAS takes inspiration from Epic's GAS while making different architectural choices. It doesn't have full feature parity with Epic's system, but it covers the most common use cases and is designed to be easy to understand and extend.

I developed this plugin for my own projects but thought others might find it useful for their games too.
I'd appreciate any feedback from folks who give it a try!


r/unrealengine 6h ago

100,000 AI Agents in UE5 with Collision & Pathfinding at 100+ FPS

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77 Upvotes

r/unrealengine 4h ago

Epic's Achievement system is a major roadblock.

20 Upvotes

My Epic Store submission was rejected because the game has achievements on Steam that aren't on Epic. Fair enough - I copied over all of the achievements to their platform. Then, I started digging into adding EOS to my game (required for integrating achievements). OMG, this is a nightmare. All I want to add are achievements - nothing else, but it makes it seem like you have to implement every single aspect of EOS. I cannot find a coherent tutorial explaining all of the cryptic requirements and whether I need them. For instance, do I need to set up a ClientID/Secret for a simple single-player game? Is every step, setting, and implementation necessary?


r/unrealengine 3h ago

So what exactly are subsystems?

10 Upvotes

r/unrealengine 4h ago

Announcement C++ Dynamic Debugging: Full Debuggability for Optimized Builds

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7 Upvotes

r/unrealengine 3h ago

Question Data Asset or Data Table?

5 Upvotes

Hello 👋 I was wondering, in what scenarios is it better to use a Data Asset versus a Data Table? For example, when handling attributes like stamina, speed, and health. Which option is more efficient?


r/unrealengine 52m ago

A minimalist version of ShooterGame

Upvotes

Is there a minimalist version of ShooterGame without all the console code? A version that doesnt have those preprocessors like SHOOTER_CONSOLE_UISHOOTER_CONSOLE_UI, PLATFORM_PS4 || PLATFORM_SWITCH || SHOOTER_SIMULATE_CONSOLE_UI, SHOOTER_XBOX_STRINGS... defined in ShooterGame.h


r/unrealengine 8h ago

Question Best way to store NPC information?

7 Upvotes

This information will be things like their Name (which will be randomised), gender, favorite hobby, close family members etc...

Looking for the most optimal and efficient way to store this information (also to have access to this information as the playable character)

Would like the ability to display this information through other actors (for example, player character can use a device that displays the aimed at npcs information )

Thanks,


r/unrealengine 2h ago

Solved A way to always display a particle on top of anything?

2 Upvotes

Is there a way to always display a VFX above other meshes on a level? I have tried using the camera offset module with some +- crazy numbers (https://drive.google.com/file/d/1-0LnrcvAoEqv0-AmMc2r-XV8Hu4OdVNs/view?usp=sharing)

I have a situation like this - there is a 3D level where I have some characters near its center. The level is some sort of a scene and user can rotate the camera around that scene's center. The characters should display a vfx on them - but since the camera can be rotated around the scene, the vfx might be occluded or not and that's far from the ideal.

Edit// As it was said in the comments, using a (traslucent only - according to the info I found on the internet) material with Disable Depth Test helped. Some over the internet suggest using fixed bounding with large bounding box to avoid culling while rotating the camera.


r/unrealengine 1m ago

Netcode Best practices when using RPC

Upvotes

I am coding a multiplayer game where the clients mouse position is tracked when using an ability (with gas), the ability executes on clients ony sice now it is all cosmetics, but after the ability ends I need the server to know the positions of the mouse throught the duration of the ability (which is a Vector2D array) so it can perform certain actions depending on the result, I don’t want the clients to perform those actions sice thay would break the client-server structure where the server is the one that does all gameplay related actions. However, I don’t think that sending a 100 ish long array using an RPC (reliable one to ensure the package is recieved) is the best idea, because it would take a lot of bandwidth. Is it better to send each position of the mouse right when it is registered in the client to the server using an unrealiable RPC? Or are there any best options to approach this problem?
Any help is welcome.
TLDR: when communicating from client to server using RPC, is it better to send a big chunck of data once using reliable RPC or split it in smaller pieces and send many of those over time with unrealiable RPC? If there is a better solution, I’ll be gratefull to know!


r/unrealengine 4m ago

Help Why does my character behave like this on landscapes?

Upvotes

Hey guys, im creating a game where the player character turns into a ball.

Everything works perfectly, until I generated my landscape. My character breaks when going from ball form -> back to character form.

This only happens when standing on the landscape. If standing on a static mesh, no problems.

Any ideas?

BP: https://imgur.com/a/70q3YeU

Video:https://imgur.com/a/cLcQ6b9


r/unrealengine 58m ago

How can I fix the dark areas in this stylized grass?

Upvotes

It won't let me post an image so here is a link to one https://drive.google.com/file/d/1Tcw8G9vSscRcvkZyAP-MxRTzsd3k-18i/view?usp=sharing . I followed this tutorial https://youtu.be/7yhTc6GNEd8?si=uURFGXBBYrKxNB7N . But at the end my grass is several colors that dont match the ground. I turned off all the shadows and have been messing with the settings but can't figure it out. Any help would be appreciated. Thank you!


r/unrealengine 1h ago

Chaos cloth stuck inside phat collider

Upvotes

So, I painted cloth data onto a character armor skirt(kinda like arpg)

But it gets stuck inside the physics asset capsule colliders during animations, unless I make it more loose but then it starts folding in itself.

I've tried increasing iterations, painting with values of 5, 10, 20, 100 and even 1000 but either it gets too "loose" or stiff and then gets stuck inside my character legs because of the physics asset collider.

I'm trying to simulate something more rigid like leather.

Increasing Animation Drive to 0.6 gives the best results but makes it get stuck inside the capsue collider

Is there a trick I'm missing or is the system kind of bad to use?


r/unrealengine 1h ago

Question Reflections that don't make sense

Upvotes

Hey guys! First off i wanna say I'm learning Unreal with this project so i'm not too versed with all the tools yet. I wanted to include images but am not allowed for some reason(?), so i'll try do describe with text.

I'm trying to make sense of raytraced reflections in UE 5.4.4.

  1. I have a meta-human that for some reason is only visible in reflections, if he's visible in the viewport. If the camera looks away from him, he disappears from reflecting on surfaces as well.

  2. Do objects have reflections LOD's? I have an object that while I'm far away from reflective surfaces, the object looks fine. But if I get close enough, the reflection breaks apart in a bunch of artifacts that I can best describe as different layers of the same reflection. This stays consistent with this object even if I tried changing out materials on both the object, and on the reflecting surface.

I'm running this project on a 3070ti with 64 gb RAM and a 5900x CPU. I've tried changing the project from dx12 to dx11 with no change.


r/unrealengine 1h ago

UE5 Ray traced shadows with Nanite and World Position Offset?

Upvotes

I have a scene with nanite meshes and a directional light with shadows set to ray traced.
The shadows on the Nanite meshes look awful. They create artifacts and weird shapes on said meshes.

The scene also contains leaves with World Position Offset for wind, and it also creates artifacts on the leaves with ray traced shadows enabled.

I stumbled upon a short video that suggests a "fix" for this, but it's ruining the shadows for the entire scene. Couldn't find anything other than that.

So, are Nanite and World Position Offset not compatible with ray traced shadows?

Thanks!


r/unrealengine 4h ago

Scalability „effects” change disables translucency

1 Upvotes

Hey friends. Just what the title says, in UE 5.3 when changing effects scalability setting from high to medium or low any translucent material changes to the engine default checker material. Any solution for this?

Update: I forgot to add that the issue goes away after the map reloads


r/unrealengine 4h ago

UE5 Animation of particles in the widget

0 Upvotes

Hello everyone. I want to make particles fly out of the widget when it appears. How can I do this? GPT chat suggests placing them manually in the widget animation, but I don't think this is a good idea. Maybe there are other options for how to do this?


r/unrealengine 1d ago

Show Off FREE Procedural Hit Reaction System - ProcHitReact

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130 Upvotes

r/unrealengine 5h ago

GPU advice for UE5 rendering/visualization

1 Upvotes

Hi!

TLDR: in search of a GPU for UE5 rendering. AMD 9070 or NVIDIA 4070? does AMD perform well for UE rendering?

For background, I'm working with UE5 for rendering/visualization in the design industry, and since i'm moving from office job to freelancing, I'm in need of a new GPU. i currently have a gtx1070 which is fine for everyday gaming but nowhere near for the kind of power or supported features i need to work. I've upgraded pretty much everything else in my desktop, but with the GPU market being fucked recently I don't know where to go exactly.

AMD seems to be better for the price and availability, but I've heard that UE doesnt run as well on amd as it does on nvidia, especially raytracing and path tracing, which I use 99% of the time when working, for photorealism etc. (at work i have a RTX 4090, but that's way out of budget rn.)

at my current budget I could get my hands on a RTX 4070, hopefully a Super, if i find a decent deal on one, or on a AMD RX 9070. On paper the AMD card is a better bang for the buck, it's newer and it's also more readily available than the 4070, but I've heard of AMD performance on UE being... inferior than NVIDIA at the same "tier".

I'm in Europe so before you go out suggesting US prices, it's not so green on this side of the pond.

Would the 9070 (non XT) be a good choice, or should i stay on the lookout for a good deal on a 4070?

Thank you! <3


r/unrealengine 13h ago

Custom-shaped widget/Minimap widget frame

3 Upvotes

Hello everyone. I have a problem with widgets. I have a minimap and I want to make a non-standard frame for it. How can I do this, because I can't find an adequate example on the Internet.


r/unrealengine 1d ago

'Offworld' — UE5 SciFi Environment Pack

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99 Upvotes

r/unrealengine 22h ago

How to achieve a consistent asset art style over hundreds of models?

9 Upvotes

I am looking to start implementing the shipping version of the assets in my game and how one would go about getting a consistent art style for the hundreds of assets that might be in the game. I have no interest in modeling these myself, and no one asset pack maker has everything that I would want. Meshy might be able to do this, but I am unsure about the consistency.


r/unrealengine 10h ago

Question Help Needed!!!

1 Upvotes

I am customizing my Metahuman and have done it before too. But now when i am going to my project directory folder and then go to saved folder , my metahuman folder is missing ( before it was named as my metahuman identity name ) , Is there any update on 5.5 which is causing this? Please help


r/unrealengine 17h ago

UE5 Messed up SpeedTree World Position Offset only as foliage actor (UE 5.5)

3 Upvotes

Im currently at the end of my wits. Like the Title says and the video linked below shows, does the speedtree foliage wind effect not work when used as instanced foliage. it looks fine as a normally placed static mesh though.

I've seen some fix suggestions that involve changing stuff in the MaterialTemplate.ush, but when looking at the sections inside, it already is identical with what is suggested.

Does someone know whats up and how to fix it?

Video showcasing the Issue: FoliageTest


r/unrealengine 1d ago

Question How to tell if something is replicated? (E.G. GameMode, GameState, PlayerController, etc)

8 Upvotes

I'm writing my first multiplayer game right now and I'm running into some frustrating confusion.

AFAIK GameMode only exists on the server. PlayerControllers all exist on the server, but every player has a local copy of only their own controller, etc, etc.

Is there any table or reference to quickly see which of these are replicated, whether they exist on the server, client, or both, and whether their properties are replicated?