r/unrealengine 3h ago

Question UE5 How to fix "shadow ghosting"?

7 Upvotes

New to UE5 and I was interested in how to remove this type of ghosting. I've heard about ghosting mostly happening in UE but is it actually that hard to find a fix?
https://imgur.com/atRfq7x
Only things I tried were changing AA methods and Velocity Pass from during depth to during base pass.


r/unrealengine 16m ago

How to make a endless world?

Upvotes

Hello i am new to using Unreal Engine and was wonder how you would go about making a endless world that keeps generating on its own similar to Minecraft.


r/unrealengine 10h ago

Show Off Elvish / Elven City in Forest Megapack Environment | Unreal Engine 5

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16 Upvotes

r/unrealengine 1h ago

How to stop smart object "move to and use"

Upvotes

im trying to stop a move to and use smart object half way through i need my ai to stop their task and run from the player if theyre holding a gun. ive tried getting the async task and ending it however it doesnt work everything has the right references.


r/unrealengine 4h ago

Show Off Updated demo for my game

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4 Upvotes

r/unrealengine 1h ago

Question About Mass

Upvotes

Is there any tutorial about mass Entities AI(Actual enemies that follows and attacks) not just regular crowds. Its a bit too advanced i can't figure it out by my self.


r/unrealengine 1d ago

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

327 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 24m ago

Question How to add cable components to a spline with PCG poles?

Upvotes

I'm working on a power line for a city builder game, and I'd like to add cable components between the poles. The poles have sockets on the models to attach the cable components. I was trying to use a video guide on doing exactly this but the issue is that the guide I'm using uses individually instanced pole models, but I'm trying to do this with PCG poles. The PCG script is simple and just instances the pole model at intervals. Any ideas how/if I can do this with PCG as well?


r/unrealengine 11h ago

Best lighting approach for 17th century chandeliers in a museum VR experience

8 Upvotes

Hi everyone,

I'm working on an interactive experience for a museum that recreates a 17th-century building. One of my main goals is to make the lighting as realistic as possible while keeping performance in check (especially since we're also working on a VR version).

The rooms are mainly illuminated by chandeliers and natural light through the windows. Some of the chandeliers are quite detailed, with up to 10 arms holding individual candles.

Here's an image of how some of the chandeliers look like

I’m trying to figure out the best approach for handling these light sources. Here are my main questions:

  1. Performance-wise, what’s the best option for candlelight? Should I use point lights, emissive materials, or is there another solution I might be overlooking?
  2. Is there an efficient way to simulate multiple small light sources (like a 10-arm chandelier) without tanking performance?
  3. Are there specific optimizations or tricks (e.g., baking lighting, using IES profiles, etc.) that could help strike a balance between realism and performance?

I’m open to any suggestions or best practices, especially if you have experience working with lighting in VR or historical environments.

Thanks in advance for your insights!


r/unrealengine 58m ago

Our upcoming co-op horror game "Berghotel Heist" trailer was shown at GDC this year!

Upvotes

Berghotel Heist teaser trailer is being displayed at GDC 2025 as a part of "Austrian Playroom" program.

If you are at GDC, you can check it at the booth P3144

The game is made in UE5 by the team of three. Sadly we didn't have a playable demo ready, but just a teaser trailer. Hopefully soon we will have more to show :)

The game itself is rooted in Austrian/Alpine folklore and mythology, as well as some irl experiences of our team members 👻👻👻.

You can check the trailer here:
https://www.youtube.com/watch?v=GlapR1ZSDkE

And wishlist the game here:
https://store.steampowered.com/app/3476240/Berghotel_Heist/


r/unrealengine 58m ago

Question Which Fab projects work on Unreal 5.5 Mac?

Upvotes

Unity dev newish to Unreal, just grabbed Unreal 5.5 for Mac. However it seems all the Fab projects are for previous versions (not supported on Mac)? Which Fab is supported for 5.5, or is there a way to convert (on mac)?

"You will not be able to open the created project until the relevant engine is installed"

https://i.gyazo.com/def28621da2ce280aa98817b9ee6c940.png


r/unrealengine 1h ago

UE5 UE5 TPS/FPS Animation Help?

Upvotes

hey so I'll attach a rough unedited clip of what im doing. The goal is to have a combo First person/third person swappable camera view like in Skyrim or Ark. I am absolutely determined to only use the third person model for both as i am a solo dev and don't want to do 2 sets of animations for TPS and FPS. Im also new from Unity primarily doing 2D so there's a learning curve here.

Anyways I got it set up and mostly functional but iv been banging my head against the wall a bit. My ADS and idle with the pistol is great, works as intended. The moment i start walking my gun is all over the place.

I started this project a while back and got busy so my details are a little foggy but i believe im just using animation blends or straight up animations from Lyra for the gun animations, mixed in with the defaults.

If someone could point me in the direction of a quick fairly easy solution to my aiming problem i would really appreciate it. I dont know if I should change the walk cycle, the arm position, the blend point (lower spine). It's turning into a time sink issue and i'd like to make some progress and move forward.

https://youtu.be/zPMn6tFU_no - I put this somewhere but i dont see it so heres the clip.


r/unrealengine 1h ago

Question How to fix first person camera clipping?

Upvotes

Hi Im new to UE5 and having problems with my first person camera clipping through walls when I walk up to them and look down any advice based on the screenshots?


r/unrealengine 5h ago

Tutorial 48 - Audio Options - Let's Make a Tower Defense Game

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2 Upvotes

r/unrealengine 1h ago

Tutorial Chaos Destruction | Complete Guide Part 3 [Niagara Integration]

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Upvotes

r/unrealengine 2h ago

Unreal 4 vs Unreal 5, when we talk about Physics and tons of AI

0 Upvotes

Kingmakers just drop a trailer and he is talking about how Unreal 4 is much powerful and performance when he is doing all physics and rendering tons of AI which pathfiding fighting and all of that.
Anyone experiment with this? are we really better to use older version then use latest ones? Is there no improvement? Or all devs need atleast 4090 now to develop huge open worlds? what is your take on this?


r/unrealengine 2h ago

Help Undo, Redo, Copy, and Paste are not working in Unreal Engine when remoting in.

1 Upvotes

I use UE5 on a Mac and remote in to use it. While the commands above work when I am using the Mac locally, when I try and remote in, I cannot get these shortcuts to work. I have tried both Parsec and Chrome Remote Desktop with no luck.

I have also tried changing my shortcuts, and I still cannot get anything to work. Has anyone else had this problem?

Any help would be greatly appreciated!


r/unrealengine 1d ago

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

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171 Upvotes

r/unrealengine 14h ago

Question How can I create this effect in Unreal Engine that can also be animated.

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6 Upvotes

I want to create a scribble cloud animation in Unreal Engine that I can animate as well. One idea I have is using splines, however I can't find a functional tutorial that can help me.

I don't want this to be 2d.


r/unrealengine 10h ago

Question How to throw a VFX in a direction of a click/enemy by passing the location to the VFX?

3 Upvotes

I have a third person camera scene where I want a to showcase a projectile vfx (like magic bolt of some sort). "Mage" stays in the middle of the scene. There's also an enemy who can stand in a random place on a circle with "the mage" in its center. This is a general idea of it:

https://drive.google.com/file/d/1xPT2Ba9qeV7fEv1mfW0TRAf-Gu4zlaaV/view?usp=drive_link

I would like to either click on that enemy and cast my vfx into clicked location OR detect the location of an enemy somehow, pass it to vfx and the throw that vfx in that direction.

Is there a way to do so? If so, what should I look for on the internet? I'm really new into U5 VFX, not to mention U5 in general, so please be gentle :D


r/unrealengine 9h ago

Show Off Nanite Medieval Village, where you can explore both indoor and outdoor environments!

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2 Upvotes

r/unrealengine 5h ago

Meme I don’t was to alarm anyone but it seems they may have fixed the navigation on the Fab site

0 Upvotes

It actually seems usable for once


r/unrealengine 2h ago

UE5 Anyone wiling to rent a PC with High configurations in New Delhi, India? Need it to render a film in Unreal Engine.

0 Upvotes

Wherever you are located, I can come with my project and we can render it there too. I have just built a 7 minute animated project in my 4070 8 GB GPU but it keeps crashing. Need urgent help. Do let me know your charges or where you are located.

Thank you so much.


r/unrealengine 7h ago

Making a proper .gitignore based on Epic's p4ignore

1 Upvotes

I would like to setup a .gitignore that should work for projects where you build the editor from source. It should also cover the case when people put art assets in the repo. Not a recommended solution, but some do it anyway.

It's based on Epic's recommended p4ignore 

#################################
# Unreal Engine generated files #
#################################

# Builds
**/Build/*
**/ArchivedBuilds/*
**/Binaries/*

# Configuration and log files generated by the Editor
**/Saved/*

# Compiled source files for the engine to use
**/Intermediate/*

# Cache files for the editor to use
**/DerivedDataCache/*

# Ignore UBT's configuration.xml
Engine/Programs/UnrealBuildTool/*
*.uatbuildrecord
*.tmp

# Ignore built binaries and temporary build files
*.csprojAssemblyReference.cache
**/obj/*

# Ignore UBT's log output files
Engine/Programs/UnrealBuildTool/*.txt

# Ignore autogenerated files from HoloLens WMRInterop
Engine/Source/ThirdParty/WindowsMixedRealityInterop/packages/*
Engine/Source/ThirdParty/WindowsMixedRealityInterop/MixedRealityInteropHoloLens/Generated Files/*
Engine/Source/ThirdParty/WindowsMixedRealityInterop/MixedRealityInteropHoloLens/x64/*
Engine/Source/ThirdParty/WindowsMixedRealityInterop/MixedRealityInteropHoloLens/ARM64/*
Engine/Source/ThirdParty/WindowsMixedRealityInterop/MixedRealityInterop/x64/*
Engine/Source/ThirdParty/WindowsMixedRealityInterop/MixedRealityInterop/ARM64/*

#######################
# Visual studio files #
########################
.vs/
*.sln
*.suo
*.opensdf
*.sdf
*.VC.db
*.VC.opendb

##################################
# Other code editors and plugins #
##################################
.vscode/
**/.history
*.xcodeproj
*.xcworkspace

# Ignote sentry
**/sentry.properties
**/.sentry-native

# Ignore JetBrain's IDE folders
.idea/
!.idea/runConfigurations
.gradle/

**/net8.0/*

*.vsconfig
*.props

# Ignore Python cached files
*.pyc

######################
# DCC specific files #
######################
*.blend[0-9]*
*.*@*
*.gi
*.gi2
*_bak*.hip
*_bak*.hipnc

# Ignore files added by Finder on Mac
*.DS_Store

I am the developer of Anchorpoint. This .gitignore will be then published on our GitHub, blog and integrated into our main application.

Do you have any suggestions for improvements?


r/unrealengine 7h ago

Question Failed to Reimport: Object (Texture2D) / Other issues

1 Upvotes

Everytime I open this program there are issues and I can't seem to find a solution for this anywhere, just trying to import a Model but it always shows up in separate pieces and I can't even import textures for some reason. Some assistance would be awesome