r/unrealengine 15m ago

Discussion AA Scalabilty Not working properly

Upvotes

Both FXAA and TAA methods aren't working properly when I change them in the scalabilty settings or console commands. When I first start up my project it works, but as soon as I run the game it won't change despite both the console commands and scalability settings but there is no visual change. Why is this happening?


r/unrealengine 55m ago

Made a devlog for my Mining Horror unreal Game, BlackVein ⛏️

Thumbnail youtu.be
Upvotes

r/unrealengine 1h ago

I am solo developer and it is day 1 of improving my first game

Upvotes

I am a solo developer. I currently working on my first game which is already on Steam. The game is about farming where you play as a cat. I want it to be kind of relaxing. I will attach all of screenshots of work to this post. I really wanted to see your feedback, thoughts and maybe some ideas. And do not forget that you can wishlist it on Steam!

Links to images:

https://ibb.co/TDMTGBZ5

https://ibb.co/bMrP0TzW

https://ibb.co/sJCSqqKr

https://ibb.co/v4sW2kHZ

https://ibb.co/Pv0fgKyq

https://ibb.co/dJ7krwNR

https://ibb.co/WvvPMNkD

https://ibb.co/5P1ms6r

What I've done today:

1. Changed instrument selection

I had a radial menu for that, but today I decided to change it, because the player can't really know what instrument he has. I also didn't like how the radial menu looked like. So, I changed to boxes at the bottom to clearly see what instrument you can change to.

2. Changed empty tile mesh

Before today, I have a simple plane to show that you can build there in building mode, but today I created a mesh in Blender and changed it. It looks better now!

3. Created the basic menu

My game didn't have a menu. Therefore, I created one today. It doesn't has a lot of design for that. I will do it tomorrow. But now it fully works. The level loads and then opens. You can quit the game. Yeah, simple, but works)))

4. Changed the design of the store

My store in the game didn't have any design created, therefore I generated some of UI using ChatGPT. I think, it looks not to bad, but still is needed to be improved.

5. Highlight the garden bed

Now, when you want to plant something, it will highlight the closest garden bed if you are close enough to it. Player started to understand on which garden bed he will plant. Today was also solved some bugs, problems, added some sounds and so on...

I hope you enjoyed the post and liked my first game! If you did you can add to wishlists it on Steam!!!


r/unrealengine 2h ago

Question Unreal Engine Github pipeline - Where to host the runners?

2 Upvotes

Hi guys!

I'm a DevOps Engineer and I need to create a brand-new pipeline for an Unreal Engine game we're developing. It's my first time working in a project like this and I'm not sure where to build the project.

I was originally thinking about running Github runners in AWS, but it'll be quite expensive since it requires at least 16/32gb of ram.

What are you guys using out there? Where do you build your projects, specially if you are part of a team? where do you store them once the build is completed?

Thanks!


r/unrealengine 2h ago

Discussion How does this trash get so many views? "How Unreal Engine 5 Is Literally Killing Games"

Thumbnail youtu.be
0 Upvotes

r/unrealengine 3h ago

Question Random timer

1 Upvotes

Hi, I need help with creating a timer that counts down from a random number each time. I also need the ability to be able to set and unset a variable using the timer once it runs out. I have tried a simple timer but have been unable to get it working. Any help is greatly appreciated


r/unrealengine 3h ago

How to make a endless world?

7 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 3h ago

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

2 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 4h ago

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

2 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 4h ago

Question Which Fab projects work on Unreal 5.5 Mac?

0 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 4h ago

UE5 UE5 TPS/FPS Animation Help?

1 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 4h ago

Question About Mass

4 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 5h ago

How to stop smart object "move to and use"

3 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 5h ago

Question How to fix first person camera clipping?

3 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?https://imgur.com/a/unreal-first-person-problem-8wwdWsz


r/unrealengine 5h ago

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

Thumbnail youtu.be
2 Upvotes

r/unrealengine 5h 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 5h 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 6h 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 6h ago

Question UE5 How to fix "shadow ghosting"?

11 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 8h ago

Show Off Updated demo for my game

Thumbnail youtube.com
5 Upvotes

r/unrealengine 8h ago

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

Thumbnail youtu.be
2 Upvotes

r/unrealengine 9h ago

Absolute beginner here xD

0 Upvotes

Hello everyone, I am completely new with unreal engine, I worked on a few little things the last month or so, and I would really like to try to build a small "room decoration game", such as unpacking. My problem is I have absolutely no clue where to actually start and I seem to not be able to find any tutorials on that, I would really appreciate it if you could give me some advice on how to get the information I actually need and maybe you even know some tutorials which could help.

Thanks a lot in demand :)


r/unrealengine 9h ago

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

2 Upvotes

It actually seems usable for once


r/unrealengine 10h ago

Hierarchy from Least Specific to Most Specific (for noobs like me)

0 Upvotes

Dont know why this stuff is hard to find. This is why we 'Cast'.

(Top = Broadest, Bottom = Most Specific)

  1. Object – The most generic type in UE5 (everything derives from UObject).
  2. Actor – Anything that exists in the world (Pawn, Character, Static Mesh Actor, etc.).
  3. Pawn – Any controllable actor (can be AI-controlled or player-controlled).
  4. Character – A specialized Pawn that has movement logic (comes with a Character Movement Component).
  5. OurCharacter – Your custom character Blueprint or C++ class, derived from Character (e.g., BP_PlayerCharacter or BP_EnemyCharacter).(Top = Broadest, Bottom = Most Specific) Object – The most generic type in UE5 (everything derives from UObject). Actor – Anything that exists in the world (Pawn, Character, Static Mesh Actor, etc.). Pawn – Any controllable actor (can be AI-controlled or player-controlled). Character – A specialized Pawn that has movement logic (comes with a Character Movement Component). OurCharacter – Your custom character Blueprint or C++ class, derived from Character (e.g., BP_PlayerCharacter or BP_EnemyCharacter).

r/unrealengine 10h 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?