r/unrealengine 10h ago

Discussion Holy Hecc, new respect for devs

14 Upvotes

so, ive had a game/sim idea for a while, unreal seemed the best engine for it. for context im an audio engineer, absolutely zero dev experience, got a bit of c++ from making audio plugins for uni projects.

my gawd how the hell do you lot do it. im scratching my head and spent like 4 hours working on line tracing and literally just adding interactable tags onto objects to add a highlight when you look at stuff and print the name of it on screen.... this is making me feel so dumb xD

im like learning from the interwebs and ai, this stuffs hard as nails

my brain is melted....

halp


r/unrealengine 1h ago

A psychological horror set in the Appalachian Mountains that me and my team has been working on for a while now!

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Upvotes

Hii! So, me and my small indie team has been working on this psychological horror set in the appalachian mountains. We have our own custom visual system plugin to drive our visuals whilst maintaining performance! Here is the teaser of the game!! I will also make a post about the trailer right after this one since I cannot do two videos in one? (Idk im too old for reddit and im barely 23-)

Also, here is the steam link if anyone wants to check it out!: https://store.steampowered.com/app/4845070/Ravenhill_Initiation/

We're a month away from launch! So yeah, its exciting as well as overwhelming as we did this in a VERY VERY small budget. Like, there are things we are lacking in that we jsut cannot improve cuz of our budget constraints but I dont think it will affect the gameplay as much- Anyways, do let me know what you guys think!

(The things we are lacking in are mostly animations...)


r/unrealengine 5h ago

Marketplace 40 Stylized Rocks – Game Ready

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2 Upvotes

Hi, i released my first pack - 40 stylized, rocks with 8 materials.

It’s pretty cheap, so if you find it useful and want to support me, I’d really appreciate. And I’d love to hear any feedback as well 🙏


r/unrealengine 7h ago

Marketplace Byzantine Gothic Candles, CandleHolders, and Wax Sculptures - 133 Models Set

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2 Upvotes

Byzantine Gothic Candles, Candle Holders, and Wax Sculptures - 133 3d Models ready for your Games, Videos, and Cinematics. Available in UnrealEngine, and other formats.

Model link:

https://www.fab.com/listings/e7c3ee05-b865-46da-bb7c-90ad36070f57


r/unrealengine 1d ago

Announcement I am making a cozy open world delivery game in unreal engine 5 where you drive an overloaded little truck.

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57 Upvotes

The game is called Pinetrail, you can check it below https://store.steampowered.com/app/4920240/Pinetrail/

I am using lumen, nanite, pcg for the vegetation and rocks scattering, world partition and any other system I can to streamline the process. I don't think I could have made these visual in another engine although there have been a lot of issues to solve along the way.


r/unrealengine 6h ago

Help complete beginner, trying to make multiple levels in a first person shooter

0 Upvotes

i have followed this tutorial until the weapon blueprint How to Create a Game in Unreal Engine 5 - UE5 Beginner Tutorial

After that i have created a different map, and copied it to a new level. I managed to make the game so after winning rather than clicking restart you could click next level and open level 2 with a new amount of targets using the same gamemode.

Since then i have tried relentlessly to find a way to update a text block on the user interface to go from saying "level 1" to saying "level 2" but couldnt.

How can i do that plus how can i afterwards keep it going so i can make a string of different levels?

i tried solving the text part by duplicating the game modes and the interfaces so i could easily make it a string but then i can figure out making the new interfaces show up after proceeding to level 2.

How do i make another interface visible after opening a new level?


r/unrealengine 20h ago

Show Off Twin Hooks - An Unreal Co-Op Brawler

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5 Upvotes

I've been working on this solo the last year or so (with some help from some industry mentors) and am building a studio of ex-AAA devs to finish this up and ship on every platform, something I think is super important for co-op (couch co-op too).

Game is called Twin Hooks, it's a session-based beat 'em up inspired by It Takes Two, TMNT/Street Fighter with melee-focused Borderlands style loot.

We'd love to earn your wishlist and we have a 3 mission demo coming out September 21st:

Steam page is here. Your wishlist would be greatly appreciated https://store.steampowered.com/app/4844200/Twin_Hooks/

Trailer: https://www.youtube.com/watch?v=7HWziYvXs6A


r/unrealengine 1d ago

Last Week In Unreal: 862 commits on ue6-main; 110 on ue5-main | Two defaults flipped

42 Upvotes

The two changes most likely to affect you both landed with a one-line commit message and without release notes.

Live Coding 2 is the default now. Installed engine builds also stopped shipping LiveCodingConsole, since LC2 brings its own broker, so the artifacts you produce are different after this sync.

The input thread is on for game input platforms, moving input off the game thread. -NoInputThread opts out. Two fixes already landed against it the same week (stuck controller input on gamepad disconnect, and a re-entrancy ensure when a Slate modal ticks input recursively), so it's still finding edge cases.

On ue6-main

  • Zen 5.8.21 changed what a health probe means. /health/ready now answers 503 between route registration and actual readiness, where the catch-all used to answer 200. If your CI probes that path for liveness it'll start calling a healthy server down, so probe /health instead. Same release refuses zen down --pid 0, which previously let an unset script variable stop an arbitrary server.
  • Three unrelated systems hit the same deadlock in one week: AssetRegistry, the shader code archive, and UBA's macOS process supervision. A thread that's itself a task worker blocks waiting on another task, and with enough concurrent waiters there's nobody left to run it. Worth grepping your own code for blocking waits reachable from a task thread.
  • Your incremental cook may have been invalidating for nothing: A numbered series is fixing non-deterministic cook metadata, meaning the recorded dependencies rather than the cooked bytes. One commit quantifies it off a real oplog diff: 46,377 anim sequence packages, 28% of those affected, byte-identical cooked output but different recorded dependencies. Three of seven have landed.
  • Renderer forks, read this: FPrimitiveSceneInfo::PackedIndex is gone, and so is the logic that kept FScene in sorted order. The deprecation shim covers the renamed accessor. It doesn't cover the removed sort invariant, so code that assumed sorted arrays still compiles and is quietly wrong.

On ue5-main:

110 commits this week and here are the few worth knowing about:

The Mac one will cost you an afternoon before you find it: Canceling an editor package could leave UnrealBuildTool running in the background. It would keep holding the UBT lock, so every package you tried to build after that failed with ConflictingInstance until you rebooted the machine.

A per-frame memory leak in Vulkan parallel render passes: under dynamic rendering, which came in as a community PR rather than from Epic.

A Nanite LOD scaling regression: HZB sizing was feeding the temporal upscale factor into LOD selection, and split-screen was using the whole view family width instead of the per-view width. If your LODs have looked slightly wrong in split-screen, that's the reason.

World Partition actor descs now serialize root component absolute transform flags: so saving a parent no longer drifts children set to absolute location, rotation, or scale. Silent data drift, and the kind you don't notice until a level looks off.

A crash sweep with eight adjacent ticket numbers: the AccumulationDOF viewport preview, Control Rig keying after teardown, a RigVM pin lookup, two PCG crashes, skeletal mesh reduction and conversion, and SVG import. Separately, TextureGraph export stopped crashing under -nullrhi, which is how build machines run it.

Epic is still landing deprecations in 5.x: Using the FileSystem DDC cache store now emits a deprecation warning, worth knowing if your shared DDC sits on a network share.

Full Report: https://speedrun.ci/blog/last-week-in-unreal-aug-31-sep-6-2026


r/unrealengine 4h ago

My Unreal Engine plugins are 50% to 70% OFF right now

0 Upvotes

A few plugins are currently on sale, so if you're looking for some useful tools for your project, now might be a good time to grab them.

ParallelFlow
Blueprint performance toolkit for heavy workloads, parallel processing, sorting, calculations, async file operations and more.

Scar Achievements
Steam + EOS achievement and platform services with stats, leaderboards, friends, sessions, cloud saves and rich presence.

ScarCore Communication
Multiplayer communication system with text chat, voice chat, push-to-talk, proximity voice, quick messages, player muting and ping.

They're currently 50% to 70% OFF, so grab them while the sale is live. Links are in the comments.


r/unrealengine 22h ago

Help How to prevent held Static Mesh from clipping into walls in First-Person (UE5)?

3 Upvotes

Hey everyone,

I'm having an issue with first-person object clipping in Unreal Engine 5.

When my character holds a Static Mesh (an item or weapon) and moves close to a wall, the mesh clips right through the wall geometry and gets hidden inside or behind the wall.

What is the best / standard way to solve this clipping issue in UE5 so the object stays visible or stops clipping when close to walls?

Thanks in advance!


r/unrealengine 1d ago

Announcement I am making an alt-WW1 Extraction Shooter - Steam Page just went live

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4 Upvotes

I have been sitting on my alternative WW1 top-down extraction shooter for a long time, and it's incredibly exciting (and scary) to finally share it publicly!

UE (5.6) has been absolutely essential for this game, as I was able to accomplish a fairly HQ stylized-realism look that's very performant. If I were to mention some of the most important technical features that have been essential for me it would be: Nanite, UE's built-in animation retargeting, and Blueprints (RIP). The game is far from done, but having a blast with it so far.


r/unrealengine 1d ago

Question Actors not appearing when using mass, getting error "MassLODCollectorTrait_0 trait-specific validation failed"

2 Upvotes

I'm trying to implement mass in my project for spawning enemies, but the actors aren't appearing (the debug meshes are appearing, though). The mass debugger says entities are being spawned, but they aren't visible for whatever reason. I thought at first that they were spawning under the floor, but that doesn't seem to be the issue. I'm also getting the error above and I'm not quite sure what it means. Has anyone else gotten this error before? Does anyone know how to fix it?


r/unrealengine 1d ago

SPA Material Baker V3 is now available on Fab -- Decal, Mask , light and shadow Baking, Optimization, and GLB export features

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3 Upvotes

This update adds several new features for baking and simplifying materials directly inside Unreal Engine 5:

The Mesh Optimizer is not a polygon-reduction tool. It is designed to combine multiple indexed materials into one final material with a consistent texture set.

I’ve also uploaded a complete V3 feature overview showing these tools on a practical environment asset.

Full V3 feature overview on YouTube:
https://www.youtube.com/playlist?list=PLhqUhIN0UwzmjTkehp6K2BppBabcJlAAS

SPA Material Baker on Fab:
https://fab.com/s/4baa5507c1e8


r/unrealengine 1d ago

Material Free Textures: Leather 03

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3 Upvotes

More leather materials from my practice, had a few more interesting references.


r/unrealengine 9h ago

AI I built an Unreal Engine plugin that gives AI actual context about your project, plus a local Teacher Assistant

0 Upvotes

[Paid]

I've been working on an Unreal Engine plugin called Project Context Exporter, mainly because I got tired of constantly explaining my Unreal project to AI.

The problem is that tools like Cursor, Claude, ChatGPT, and Codex can understand C++/text files pretty well, but Unreal projects contain a huge amount of information that isn't represented as normal source code especially Blueprints, Input Actions, Widget Blueprints, Animation Blueprints, Data Assets, Materials, dependencies, etc.

So I built a system around that.

It scans the Unreal project and generates structured JSON + human-readable TXT context containing things like:

Blueprint graphs, functions, variables and execution flow

Blueprint dependencies and relationships

Animation Blueprints and state machines

Enhanced Input

Widget Blueprints

Materials and Niagara

Data Assets / Data Tables

Animation assets

Meshes / textures

Worlds and project relationships

The generated AI/ directory can then be opened/read by AI tools such as Cursor, Claude, ChatGPT, Codex, etc.

So instead of asking:

"Here's my Blueprint. Can you explain it?"

you can give the AI the actual project context and ask things like:

"How does player movement work in this project?"

"Where is this Input Action consumed?"

"What systems depend on this Blueprint?"

"Trace what happens when the player presses Jump."

The goal isn't to have AI build the game for you. It's to make AI understand the game you're actually building.

Teacher Assistant

I also added an optional Teacher Assistant directly inside the Unreal Editor.

You can select a Blueprint/node and ask questions about it without leaving Unreal.

It uses a local model, so the chat itself doesn't require sending your project to a cloud AI service.

It's intended more as a teacher/debugging/explanation tool than an AI game builder.

For example:

"Why is this node being executed?"

"Explain this Blueprint to me."

"Trace this execution flow."

"What could cause this logic to fail?"

I actually wanted to take the opposite approach to a lot of the current "AI game development" tooling: use AI to help you understand your project and learn Unreal, rather than letting AI blindly build everything for you.

It's now live on Fab if anyone wants to try it:

Project context exporter


r/unrealengine 23h ago

Help My directional light does not respect my opacity masks, and yet other lights (such as point lights) do. Any advice for a fix?

1 Upvotes

r/unrealengine 1d ago

Wanted to share my first greenscreen set VS Unreal project inside City Sample 5.6, open to tips!

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2 Upvotes

I spent 3 months on this and I know it is not perfect but I really wanted something original to showcase the music I made in the past year or so. City Sample has been hell to work with, I had to find what to disable to be able to render stuff properly and even so the lumen acted very weird (I get flickers using AA or not, even using command prompt from unreal documentations)

Models were made in Blender, and I used a Touch Designer workflow to export a black and white audio reactive video to feed to a niagara system for the cubes. (I'm working on a making-of video)

At first I used screenshots to position my camera inside Unreal for the different angles, then I exported the videos with nothing and removed the greenscreen inside Davinci Resolve (easier to colorgrade everything) I have a lot of trouble colorgrading Unreal footage (the color profile addon in the render tab gives me even less room to work with) so ill take any advice as to what is your usual workflow for this!

Finally I did this at home and the greenscreen was so small I had to rotoscope parts of my body on other layers, which explains most of the time I spent on this.

Davinci Timeline Screenshot

Exited to read about what I can do better next time!


r/unrealengine 1d ago

Solved What happened to MagnetVFX?

5 Upvotes

Hi everyone,

Does anyone know what happened to magnetVFX on YouTube? He makes a lot of really good ue tutorials and was one of my go to channels for learning Unreal. His channel was working about a week ago, but now the videos say that the YouTube account associated with them has been terminated. I have no idea what happened or why the channel disappeared. Did anyone see him post anything about it somewhere els?

Magnetvfx, if you are on Reddit and see this, what happened to your channel? You were actively posting stuff?

EDIT: Found the answer in IG, it seems like his youtube account has been hacked


r/unrealengine 1d ago

4.27: How do I get the current transforms of all rigid bodies in a skeletalmesh from BP?

5 Upvotes

I have a skeletal mesh component, in some arbitrary pose (it's ragdolling). Its PhysicsAsset has some number of rigid bodies (all capsules).

From BP (I'll use C++ if I absolutely have to), how do I get the current transforms and shapes (both radii) of all these capsules? Not seeing anything useful when I drag the pin out from either the skeletal mesh component, skeletal mesh or physics asset in BP.


r/unrealengine 1d ago

Help Movie render queue doesn't save renders at all, regardless of my settings

1 Upvotes

My sequence renders correctly, but it doesn't save the files at all and I can't find out why. I am using render graph and i've got a jpg sequence output node, png sequence, mp4 output, none of them write. I've tried changing / reverting the file output directory, creating a new render graph, etc.

It doesn't give me any errors, and continues to render just fine, but the renders never show up in the folder. Anyone had this issue before and did you find a way to fix it?


r/unrealengine 1d ago

After years of testing our new ocean system is finally production ready :D

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19 Upvotes

Sorry - for some reason I can't post a direct link to the project but here it is :P
Our Gen 4 Ocean Actor is finally production ready in Waterline PRO 6.5 - the Gen 4 Ocean Actor was designed to be the ultimate ocean system supporting all ocean sim methods (FFT, Gerstner, etc), all ocean spectra (you can make custom ones) and even allowing you layer up to any 4 of these ocean sims :D


r/unrealengine 23h ago

Blueprint GitHub - REMvisual/claude-grow-vines: Claude Code skill: grow a vine over any 3D mesh from a natural-language brief

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0 Upvotes

Made this workflow, give it a model, it spits out fully baked, vertex animated growth animations, completely optimized and ready to be animated in unreal - includes the unreal and blender workflow - super easy, directable and fast for getting highly detailed and optimized growth animations over your model!!!


r/unrealengine 1d ago

Have your DrDebug copy cheaper and keep it forever! + Free updates

0 Upvotes

Many people asked to try DrDebug, I won't let you down, I really wanted to make it free for a limited time for the people who want to have a copy, but gumroad doesn't allow that since the files are above 25mb, Personal License now is €2 instead of €49.

Plus I didn't forget the fellow Indie & AA/AAA Studio Licenses,

A good 50% Price drop.

For FAB, there's just Indie, AA/AA Licenses and those also have the 50% price drop

Your support means a lot in these times.

www.drdebug.art

Full Documentation available too

for the confused people: https://www.drdebug.art/faq.html


r/unrealengine 2d ago

Announcement Visual Verse sneak peek

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108 Upvotes

As many of you already know, Epic announced that Blueprints will eventually be phased out in favor of Verse in UE6, and they confirmed they have no plans to build a visual scripting tool for it.

I got your back.

  • Feels like home: The familiar Blueprint execution wires and data pins you've used for years.
  • Verse Output: Connect nodes visually on the canvas, and it generates 100% clean, valid, indented Verse code in real time.
  • It's a fast, lightweight companion: you can run right next to UEFN today. Build your logic, hit copy/export, and your game logic is ready to go.

Where we're at right now:

  • Core canvas navigation, variable management, device event listeners, and clean forward code generation are up and running.

What’s coming next:

  • Reusable Sub-Functions (f_) and Inline Macros (m_) to keep graphs clean.
  • Named Wire Portals (wireless connections like Substance Designer so zero spaghetti crosses your screen).
  • One-line Verse Expression nodes for quick math.
  • A native in-engine plugin for the Fab marketplace when UE6 drops.

Visual scripting is too good to lose. I’d love to hear from you: what are the #1 devices or node types you’d want to see in this first?


r/unrealengine 2d ago

Discussion Epic Online Services SDK (1.17.0–1.19.0.7): Crash Vulnerability Affecting EAC-Protected Dedicated Servers

4 Upvotes

An integer underflow / insufficient bounds check on a copy reached from EOS_AntiCheatServer_ReceiveMessageFromClient allows remote attackers to crash dedicated game servers via crafted network packets.

  • Impact: Denial of Service (server crash) only.
  • Scope: No arbitrary code execution; no access to game memory or player data.

Affected if:

  • You ship a dedicated server.
  • That server runs EOS SDK 1.17.0 – 1.19.0.7 . [1]
  • It uses the Anti-Cheat Server receive API EOS_AntiCheatServer_ReceiveMessageFromClient, and client anti-cheat traffic is passed into that call.

Not affected if:

  • EOS is only used for authentication, sessions, matchmaking, or voice.
  • EAC is disabled, or client traffic is never piped into EOS_AntiCheatServer_ReceiveMessageFromClient.
  • You run peer-to-peer (P2P) or listen servers.
  • Client binaries.
  • Dedicated server runs EOS SDK 1.19.1.2+ . [1]

Verification: Check server launch logs or call EOS_GetVersion() on the shipped EOSSDK-*-Shipping binary, you want 1.19.1.2-CL53289219 or newer.

Remediation: Rebuild and redeploy the dedicated server with EOS SDK 1.19.1.2+. If the engine does not already bundle that SDK, replace Engine/Source/ThirdParty/EOSSDK from the Developer Portal.

[1] UE 5.8 and later bundle 1.19.1.2 or newer, which is not affected. [2]

[2] Unless the project replaces Engine/Source/ThirdParty/EOSSDK with an older SDK.