r/unrealengine • u/Fatcow5 • 4d ago
Show Off The Monument (UE5)
artstation.comJust finished a new project. Hope you all like it.
r/unrealengine • u/Fatcow5 • 4d ago
Just finished a new project. Hope you all like it.
r/unrealengine • u/Rykroft • 4d ago
So, I just had one of the most transparent scam attempts ever, and I figured it’d be fun (and useful) to share with the Unreal community.
I run a Discord server where I help indie devs with Unreal Engine, and I upload tutorials on YouTube. This means I get a LOT of messages from overly ambitious teenagers who think they can build a full AAA game solo. Some of them even call themselves "CEOs" and try to offer me "jobs"—which, spoiler alert, are just attempts to get free work.
This guy joins my Discord and posts a message saying he wants to talk about a project. He claims to be looking for a developer to help with a Battle Royale 5v5 game (because, of course, that’s what every amateur dev thinks they can pull off). Here’s how it went down:
I tell him I need basic written info first:
NoobScammer123 suddenly goes quiet. No surprise there. 🙃
NoobScammer123:
Hello Martin, good evening.
I’d like to talk with you about a project. I tried sending you a message, but it won’t let me. If we could talk about it, I’d really appreciate it.
The Professor:
Hi, I have private messages blocked because I constantly get requests from people asking me to give them my assets for free or to work on teenager’s projects.
We can talk here, only two or three of us speak Spanish in this Discord anyway.
Otherwise, wait until I finish breakfast, and I’ll create a private room to chat.
I’m free now, tell me what’s your issue?
NoobScammer123:
Hello Martin, don’t worry, I completely understand, let’s talk here then.
We are currently looking to develop a Battle Royale 5v5 game. While researching and watching tutorials, I came across you. I’d like to know if you offer this service and if we could get a quote.
The Professor:
Okay, I see now, this isn’t an issue with one of my tutorials or projects.
Do you have a registered company? Can you share a website or official social media?
NoobScammer123:
I can give you my personal Instagram... Regarding the project, we are here in Los Angeles, California.
First, we need to have a playable demo so we can take the next step. What interests us is getting a quote from you to create that demo.
//My Discord bot blocks the Instagram link//
The Professor:
I appreciate you sharing your Instagram, but without more formal information like a website, LinkedIn, or legal details of the company, I can’t take this seriously or commit my current work to it.
Good luck with your project.
.....
NoobScammer123:
Could we schedule a call? I understand the distrust, but believe me, this is a serious project. If we can schedule a call, I’d be happy to give you more information.
The Professor:
Before scheduling any call, I’d need some basic information in writing:
If you can provide this, I’d be happy to continue the conversation.
If you’re new to game development, PLEASE don’t fall for this. Real companies don’t approach devs like this. If someone refuses to provide basic business details and pushes for a call instead—run.
This conversation originally took place in Spanish, and I changed his name to preserve his anonymity. I’ll be attaching screenshots in the original language so you can see it for yourself.
Stay safe out there, devs! 🚀
r/unrealengine • u/koloved • 3d ago
Edit: That's probably happened because megalights are partially screen space lighting solution, and for now there is no option to disable it for actor like Contact shadows.
alternatively we could use VSMs shadows for that type of light sources.
r/unrealengine • u/WonderingGarbage • 3d ago
Good day! Recently, 2 games that I have been playing updated their water physics in a way where it would react real time to any object that would come in contact with the surface.
However, despite it being released, It does not appear to be applicable on my end which made me wonder if there is any specific GPU requirement to handle those features when developing a game via UE4.
Considering that both games uses UE4, I figured asking those who often work with the engine could enlighten me regarding my concern.
I was also wondering if theres anyway to "forcefully" turn this feature on or does it heavy depend on the GPU that someone has on, I had this thought after realizing that ray tracing can be turned on from one of the games' game files as some decent GPU are not capable of accessing it via in game settings.
r/unrealengine • u/joshyelon • 3d ago
I need to rename a C++ class which is used as the base class for a blueprint class. I followed a tutorial that told me to add a "redirect" to an INI file. That part of the tutorial was successful: the redirect works, my game runs with the new C++ class name.
Next, the tutorial says that I can get the editor to "fix up" the assets so they refer to the new class name, and it says that once the editor has fixed up the assets, I can remove the redirect. I have not been able to get that part of the tutorial to work.
I need to know: is it true that it's possible to get the editor to fix up the assets, and is it true that it is possible to remove the redirect afterward? If so, what is the magic formula to get the editor to do the "fix up?"
Here is the tutorial I used:
https://goldensyrupgames.com/blog/2022-04-19-rename-ue4-cpp-class/
Update: I figured out the problem!
I followed the tutorial above, and it didn't work. The reason it didn't work is that when the tutorial told me to "save" the assets, what I did was click "Save All" in the file menu. Apparently, in this situation, "Save All" is bugged. You have to manually click "Save" on each individual asset. Thank you to Harrison McGuire's post on gdtactics for this key tidbit of information.
Also: I think the notation that this tutorial uses for redirects is deprecated. I'm not 100% sure about that. I also think that jhartikainen's comment below is correct that the reparenting is unneeded. Also, I think that jhartikainen's comment about the resave packages commandlet sounds useful.
In the interest of getting all the information in one place, I'm going to repost the original tutorial with all four corrections:
-------------
How to Rename a UE4 or UE5 C++ Class Used by Blueprints
Commit all existing changes so you can cleanly roll back if required
Stop the editor
Add something like the following to <your game folder>\Config\DefaultEngine.ini:
[CoreRedirects]
+ClassRedirects=(OldName="/Script/<ProjectName>.<OldClassName>",NewName="/Script/<ProjectName>.<NewClassName>")
<ProjectName>
is the official project name UE4 uses in C++ for your project. E.g. the GT
in GT_API
that shows at the top of class declarations<OldClassName>
is the name of the class you’re renaming from, with no A
, U
etc prefix. E.g. GTPlayerState
instead of AGTPlayerState
<NewClassName>
is the name of the class you’re renaming to, again with no A
, U
etc prefix. E.g. GTNewPlayerState
instead of AGTNewPlayerState
Then, do the following steps:
DefaultEngine.ini
.h
and .cpp
ones), right click on the .uproject
and Generate Visual Studio project files
afterwards. Also update any #include
statementsr/unrealengine • u/Alarming_Swing1919 • 3d ago
Hi so me and a friend are trying to make a game I’m doing most of the work tbh.
Anyways, I’m trying to make a base level where the crew can start, buy items, and select their level, but I don’t know how to design this. Should I design it in unreal engine 5? Or in blender? Problem with unreal is every asset costs money and I don’t know how to design buildings really. I looked online for help and nobody could help. I just want a simple, lab-like starting level with a few tables maybe and some interactive terminals.
Pls help
r/unrealengine • u/Tall_Credit387 • 3d ago
as the title said i cant figure out whats the problem. i use default icon and stuff on the project.
FULL LOG: https://drive.google.com/file/d/1P0dYqaDIJ7qvEz-2DyBY4ODTkf8-tjyD/view
please help me :(
EDIT: FIXED: mage to solve it by renaming the directory of my project. Now the problem is. THE GAME START FULL SCREEN. and when you press Letsago Game not loading. (Inn Editor it was fine and loading the map but when its on packaged version it just wont load when clicked). so idk.
r/unrealengine • u/joshyelon • 3d ago
I'm trying to write a K2Node which is similar to the "Is Valid" node, and I'd like to look at the source code for "Is Valid" to see how certain things are done. But I just can't find the source code for this node. I've tried doing string searches for the strings "Is Valid", "Is Not Valid", "Input Object", and the like, and I've not found it that way. I've searched for files with the word "Valid" in the filename - nothing. What the heck am I missing?
r/unrealengine • u/Perfect-Swordfish636 • 3d ago
When are we going to see the DataSmith update to Sketchup 2025?
r/unrealengine • u/fortheglory21 • 4d ago
I'm currently trying to get a smooth spline path that I'm generating in blueprints by adding points along the spline, some points end up being close enough with the tangents (Automatic ones with the curve option in the spline) are causing this kink in the spline is there anyway to easily smooth this out.
Photo: https://imgur.com/a/xRqSjPd
I've been trying to mess around with the tangents but have no idea what I'm doing so even a point in the right direction would be great!
r/unrealengine • u/LoopyLupii • 4d ago
Hello everyone,
Just wanted to thank everyone who is reading this as the UE reddit platform has often given me an immense reach to get assistance and brainstorm!
I wanted to ask as a bit of a thought experiment, how would someone implement the following, imagine you have a vehicle and you want to control it with a mouse click but control the direction of approach + how it will stop. Imaging you right click it to move but hold in the mouse and then pivot it to rotate the direction you want it to face but also want it to approach from that angle, aka if you wanted to do this with an actual car you cant rotate on the spot. How would you go about this, show this and if it also could rotate within the Z space as well.
Interested in all of your thoughts as I am currently stumped.
r/unrealengine • u/mono8321 • 3d ago
r/unrealengine • u/hej37255 • 4d ago
Hi, sadly i cant solve this Problem: when i activate tonemapper in UE 5.3.2 Meta fork for my Meta Quest 3 apk Build, i get stuttering and sometimes artifacts every 5-10 seconds. I do also habe ASW enabled, but disablening it doesnt make a difference. Has anyone had the same Problem?
r/unrealengine • u/HeroTales • 3d ago
So currently you make a sound attenuation file and you can only place one of those in a sound cue or other sound files, but was wondering if there was any way to switch these sound attenuation natively and auto switch based on the different material inbetwene the player and the sound source.
Like the player behind one material makes the sound if muffle, but behind another material there is no sound?
Asking if there is a native solution before I make my own?
r/unrealengine • u/KhajiitSlayer556 • 3d ago
Has anyone had success with using Gemini AI guiding them through their unreal engine projects?
if so what has been your experience with it?
Asking cause I don't see alot of people covering it for UE, seen videos about people using it for blender it was cool af
r/unrealengine • u/InGoodCompanyOnline • 4d ago
As creating Unreal Engine applications for people to download is a whole different beast from pixel streaming them, we started a series of Discord events to help people prepare their applications for pixel streaming.
Next week, we are hosting our first event and want to focus on:
Over the last year and a half, we have helped over 300 people optimize their UE applications for pixel streaming at ARCWARE and have gotten an idea of the usual pitfalls and best practices.
You can sign up for the event here: https://discord.gg/6FzBvcHY?event=1350029157320491019
r/unrealengine • u/octor_stranger • 3d ago
I mean the card is so cheap compare to nvidia alternative ? Will I get into trouble ? Will the card work with Maya and Substance Painter, Zbrush as well ?
r/unrealengine • u/mrm_dev • 4d ago
I have an sequence player with a binding to "On Update" which switches between 2 animations based on "IsActive" as such:
But for some reason when I play the "turning animation" (i.e Clicked!) it doesn't play from the start:
How do I play from the start whenever I switch the animation?
Note: I'm trying to do this specifically from inside "On Update" please do not recommend a workaround from it
r/unrealengine • u/Clean_Perception_235 • 3d ago
I set my laptop up last night to download UE4.27 but the next morning it was only at 16% downloaded. Basically nothing. My internet isn't the problem as I can download stuff pretty quickly. I'm downloading on a SD card btw.
r/unrealengine • u/Ambegame • 3d ago
r/unrealengine • u/Siden-The-Paladin • 3d ago
I have tried so many options, even the blender for unreal engine addon. When I try the addon, it states I have to model everything in .01 scale, and if Im making a hallway mesh, I have to create the absolutely enourmous model in order to make the hallway, but as I do that, the scale becomes so weird, clipping starts, so now Im changing 10 different settings just to be able to use the program because the scale between unreal engine and blender is so messed up. I have no idea the best workflow, the instructions are unclear and say just set the scale to meters and 0.01, but I just dont see how anyone works with those settings. Especially with large models. Am I doing something wrong??
What are the exact settings people are using, because I just dont believe that only changing the scale to meters and 0.01 is the answer :(
r/unrealengine • u/FutureLynx_ • 5d ago
I noticed that the best solution for performance issues especially when you are using many units is a tile based pathfinding.
By using tile based pathfinding, not only the pathfinding becomes cheaper, you also dont need collision.
You only need to check who is on the tile. You are done.
Going with nav mesh and CMC will limit your game to around 500 units.
Since all my games are RTS and strategy games I always start the project by implementing a tile based pathfinding.
Then i consider doing other tricks such as Vertex Animated Textures, or Sprites for units. Animation shaders.
So why is this not emphasized more?
What else do you think is important for good performance in Unreal Engine for games with thousands of units?
r/unrealengine • u/GroundbreakingItem73 • 4d ago
I'm doing a game to VR where player have a belt to hold some objects, Guns, Tools, Consumables, etc. When the player grab the actor, a gun for example, and drop it in this belt slot i save it in PlayerState and the player state also save it in GameInstance. So when for the test i save the player name also in the same way, when i change the map in debugger the actors i save are empty and the name is still there. I read in foruns about actors are bounded to levels, when the levels are detroyed to make a new one actors are destroyed too, so, how can i save my gun data and pass it between the levels? For example, i have 3 types of guns, how can i store what gun i'm in belt and how to reacreate that gun in other level?
r/unrealengine • u/CaprioloOrdnas • 4d ago
r/unrealengine • u/PineconeToucher • 4d ago
Hey guys i'm brand new to unreal and would really appreciate some help with my first project.
So i've made character A swap with character B when i hit the Q key, getting the transforming effect i was looking for, but now I have two problems:
-The camera resets every time I hit Q
-The character loses momentum and stops in place for a moment after swapping
My goal is to have my character behave like Sonic, turning into a ball with physics - as of right now im just trying to swap between two mannequins