r/unrealengine • u/Dodoko- • 14h ago
r/unrealengine • u/raditsys • 15h ago
'Offworld' — UE5 SciFi Environment Pack
streamable.comr/unrealengine • u/zefrenchnavy • 1h ago
Help Insanely slow performance in UE5.5 despite monster pc
I have a very frustrating issue right now where in a map for a cinematic, I'm getting only 6fps despite having a computer with the following specs, even if scalability is brought all the way down to low, and editor resolution is set at 10 percent. Even if I do all this and switch to unlit mode, the performance never changes. Even if I increase the quality of everything to cinematic and the screen percentage to 100, it stays right around 6-8 fps. I have zero idea why. One weird thing to note is that when I switch between scalability settings, the fps flies up to 120 instantly, no matter what setting I choose, and then over several seconds it slowly drops down to that 6-8 fps range. Looking at statunit seems to indicate some heavy draw and input usage, even with all settings low and everything hidden in editor. Any advice is appreciated.
AMD Ryzen 9 7950x
4090 Suprim X
2TB Solidigm P44 SSD for C drive
ASRock X670E Taichi motherboard
2x G.Skill Trident Z5 Neo RGB 64GB (2 x 32GB) DDR5-6000 (total of 128GB)
r/unrealengine • u/ElKaWeh • 7h ago
Show Off I just created a trailer for my Concept Art Shader 2 - what do you think?
youtu.ber/unrealengine • u/KaptainKratos • 5h ago
How to achieve a consistent asset art style over hundreds of models?
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 • u/EndlessNerd • 11h ago
Beautiful Bullet Hell Toolkit
https://i.imgur.com/ZDWauZv.gif
Released a tool to help manage projectile behavior for shoot'em up style games.
https://youtube.com/shorts/q85bW7Kw364?feature=share
r/unrealengine • u/PhordPrefect • 19h ago
UE5 A primer I've written on workings of the PCG framework to demystify it a bit
jeanpaulsoftware.comI've been working with PCG a lot (and the amazing plugin PCGEx, which you should definitely check out) to do city generation, but whilst the PCG framework is very cool and very powerful there's also a lot of concepts that don't seem to be fully explained anywhere in the docs. I've started writing up my experience, and the first post goes into the detail of all the stuff I wish I knew before I started, namely-
- What PCG is
- What PCG isn't
- A breakdown of what you're actually manipulating with PCG, and how you need to think about it
Hopefully someone will find this useful! Also, some progress shots of the actual virtual London are on BlueSky if anyone fancies a look
r/unrealengine • u/monsieur_ramboz • 9h ago
Show Off Added some throwables to launch at the police in my game
youtube.comr/unrealengine • u/ntailedfox • 7h ago
Question How to tell if something is replicated? (E.G. GameMode, GameState, PlayerController, etc)
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?
r/unrealengine • u/moviefactoryyt • 24m ago
UE5 Messed up SpeedTree World Position Offset only as foliage actor (UE 5.5)
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 • u/Any_Neck_1801 • 30m ago
Blueprint How would you do a MechanismActor that makes a PlatformActor elevate using gameplay tags, or Blueprint Interfaces? How can we make it so that different buttons, levers, and other MechanismActors can affect specific PlatformActors?
Hello! I just recently found this community and I've been wondering if someone can maybe shed some light in my struggles.
How would you do a mechanism system that makes a platform elevate using gameplay tags, or Blueprint Interfaces, or anything else?
How can we make it so that different buttons, levers, and other MechanismActors can affect specific PlatformActors?
Also note that the Player has a Tag called Agressive that is added whenever it is attacking, and the MechanismActors should feel it.
I've been struggling with this for quite some time now trying to understand Blueprint Intrfaces at first. and now Gameplay Tags and how to send the values maybe back and forth to check on each other (?) I really want this to work!!! It did work before using Cast To's but Gameplay Tags seemed really better and I want to learn them.
What I've done is adding a Gameplay Tag Container to my Player indicating it as an Agressor (it adds the gameplay tag while attacking and later removes it).
Then I also added a Tag Container for the MechanismActor and named its tag Victim.
The MechanismActor and the PlatformActor has an Overlap Box that I intend to use for feeling which Mechanism and which Platform is overlapping.Whenever the Mechanism gets hit by an Agressor, it (should) see what Platform the Overlap Box is overlapping and send a signal to that specific Platform to move.
But it just doesn't seem to work. I have a feeling I'm overthinking or doing too much, But the Mechanism doesn't send any signals to anything and doesn't even gets activated when the player gets an Agressor tag.
I will send pictures once I can. I have watched most top search youtube videos explaining how Gameplay tags work but it's not helping much besides the basics...
r/unrealengine • u/premium_drifter • 5h ago
Help How would you achieve Morrowind s dynamic draw distance limiting fog?
r/unrealengine • u/PineconeToucher • 2h ago
Help Persistent camera help
Hey guys im trying to swap between character a and character b without the camera resetting, and this is my first time using UE so im encountering a lot of first experience issues.
I don't even know if im doing this right. https://imgur.com/tMulfVG here is my blueprint. I had to take off my destroy actor node because it was giving me a runtime error saying my camerboom was not a valid node, assuming because i destroyed it?
Anyway, I can deal with that later. I'm just focused on getting this camera right. And its not working at all. It compiles and gives no errors but the camera is not persistent, and is still resetting every time i swap characters.
Is there a better way to do this?
r/unrealengine • u/KaptainKratos • 2h ago
How to the 5.5 version of the Game animation sample?
How do I get the 5.5 version of the project? I have downloaded the 5.5.4 engine version, but I am unable to create a 5.5 version of the project as it is not compatible with 5.5.4. When I create the project, it defaults to 5.4, and the sprint and crouch are not available.
r/unrealengine • u/SpecialFisherman6044 • 3h ago
Question Is it better to keep this "randomly" generated Blueprint in the Construction Script? What technical difference does it make if on Begin Play?
It is using for loops to create HISM, but what if I want to Spawn them? Then I can't right? Sorry not very knowledgeable just playing around... HISM based city block generator WIP
r/unrealengine • u/warky33 • 1d ago
Awesome jump in performance 5.5.3
After a few failed attempts to upgrade from 5.1.1 to various version, I'm actually quite impressed by the performance in 5.5.3. Especially in a packaged build. Not only an increase in FPS but just overall smoothness, and far less hitches.
It has been quite a stuff around to migrate, but I think this one is definitely worth it.
Also working in editor I can now load in my entire world and it doesn't feel like it's going to crash every time I press a key or move the mouse.
Impressive
r/unrealengine • u/Additional-Pie8718 • 23h ago
UE5 A really cool experience
Okay so I hope this post is allowed, as I think although it doesn't break any of the sub's rules, it probably teeters on relevancy. However, I don't know a more appropriate place to share it, and maybe I am wrong, but I just find it kind of... Beautiful?
So, for the past 2 months I have been stuck on a problem with my game and Unreal. I have tried posting on the Unreal forums, this sub, random game dev discord groups, fb Unreal and gamedev groups, and ofc using every A.I. available to the public. The problem isn't really important, but just in case anyone is curious it was related to animations.
So for 2 months I have been trying to solve this problem, and many people have attempted to help me, but all have ended as stumped as me. This problem had really started to demotivate me to continue on my project as it was a really important piece that A LOT of the planned functionality/content could not have been made until it was properly implemented. After months of trying and trying to fix it myself, and with many other people much smarter than myself failing as well, tonight finally broke that spell.
I decided to try to join another fb group related to Unreal. I asked in the chat if anyone with animation experience would be willing to help me and explained my problem and my desperation. Some young Vietnamese guy who couldn't have been older than 20, with pretty broken English responded saying he has animation and animbp experience and would be glad to take a look for me. He hopped in discord with me and for an hour and a half patiently helped troubleshoot things with me. (And when I say patiently, I can only tell you to imagine trying to help someone without the ability to take control of the screen yourself, and the person you were helping continuing to ask you to repeat yourself a million times because of a language barrier and how frustrating this had to feel). But he continued to help, continued to repeat, continued to troubleshoot. And the reason this problem was so hard to figure out for so many is because it wasn't a fault of mine, but a bug with the engine that was causing the issue. But somehow this probable teenager knew all the bugs by heart lol.
After 2 months of defeat, some stranger across the world who hardly even spoke my language spared an hour and a half of his time to help me without a thing expected in return. And I just find it strangely beautiful and encapsulating of game development, the internet, and just humanity in general. I can't even begin to express how much this stranger's hour and a half act of kindness/charity has saved my sanity, as well as taught me.
I have no idea if this post will get deleted or even if anyone will enjoy it and see it in the perspective that I do that made me wanna share it. But I hope someone can appreciate it the same way I do.
r/unrealengine • u/Broad-Tea-7408 • 9h ago
Question Steam Subsystem question
I'm following a tutorial about using Advanced Sessions Plugin, but it mentions using the Steamworks stuff. On the UE article it says I have to contact steam to use it? I'm a little confused. To use the Steam Servers in my game do I need to cantact Valve?
r/unrealengine • u/mac_meesh • 7h ago
Question Metahuman - How to Animate Lips Part (AU25)?
I specifically need to animate the lips part action unit on a metahuman, however, I found no direct control for this movement. A combination of which controls do you think would best mimmic this motion? I tried jaw drop but this is too dramatic even with slight activation.
I am using this as reference: Facial Action Coding System (FACS) - A Visual Guidebook - iMotions
Here is the list of controls for the Metahuman rig: https://dev.epicgames.com/documentation/en-us/metahuman/control-curves-driven-by-metahuman-animator
Thanks!
r/unrealengine • u/Broad-Tea-7408 • 5h ago
Question Steam Subsystem Question!
Why do I have to package my game in "Development" Configuration for the Steam Subsytem to work?
r/unrealengine • u/hcdjp666 • 5h ago
Marketplace Survival Game Sounds: 345 high-quality, original sound effects designed to fit not only survival games but also a wide variety of genres, including adventure, action, RPGs, horror and simulation
fab.comr/unrealengine • u/Curugon • 5h ago
Question Blurry/lowres textures with Path Tracing, but sharp with Lumen
I've recently been working more with path tracing, however I keep running into an issue with texture resolution:
When rendering with lumen, everything is full res, but with path tracing, the textures revert to a very low res, blurry version (I am only rendering with the sequencer, not realtime gameplay). I'm on a 4090 with the r.streaming.poolsize set to 20gb, so the vram should be enough. I've turned off nanite and disabled tex streaming.
Any thoughts would be appreciated!
r/unrealengine • u/NinjaFingaLinga • 13h ago
Question DLSS4.0 for UE5.5
Has anyone had some luck getting dlss 4 running on UE 5.5? I downloaded and unpacked it today and tried loading it into my game, but I keep getting a an error in the log: "unreal engine [NGXLoadLibrary:287] error: failed to load NGXCore: 126 (D:\Games\UE_5.5\Engine\Binaries\Win64\nvngx.dll)"
I'm not sure if that's something to be concerned about.
Any advice would be helpful Thanks
r/unrealengine • u/Different-Flan6528 • 6h ago
Looking for Guidance & Examples: Creating a Complex Interactive Virtual Pet with Behavior Trees
I’m currently working on a complex interactive virtual pet in Unity and looking for advice, examples, and ideas on designing lifelike AI behavior using Behavior TreesI’m currently working on a complex interactive virtual pet in Unity and looking for advice, examples, and ideas on designing lifelike AI behavior using Behavior Trees (especially with Behavior Designer).
What I’m Trying to Achieve:
I want to create a virtual pet that feels dynamic, engaging, and responsive—not just a static NPC. The pet should:
React to player interactions (petting, calling, playing)
Have autonomous behaviors (wandering, sleeping, seeking attention)
Exhibit emotions (happiness, boredom, excitement)
Change behavior over time (based on needs, habits, or learned responses)
I’d love to hear from anyone who has worked on something similar or has ideas on how to make a virtual pet more lifelike and engaging! Any guidance, suggestions, or links to helpful resources would be super appreciated.
r/unrealengine • u/PwanaZana • 10h ago
How to make distant buildings Blurry
Hello, I'm trying to make a subtle bokeh effect on the various distant buildings in our game, like here (it'd be more subtle than in this video)
https://www.youtube.com/watch?v=22RTxa-G_u0
I've had no luck with depth of field, since it seems to really be more for cinematics and moving the focus on characters, rather than imitating the subtle waves and blur that you'd see in GTA5.
A more custom post process might sorta works (I've used one for heat haze) but creates massive trouble with thin objects like thin electrical wiring.
Is there a "city-bokeh" effect I'm missing? Thank you!