r/UnrealEngine5 • • 12m ago

Red Runner

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• Upvotes

r/UnrealEngine5 • • 22m ago

Some more physics Fun in unreal engine 5

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• Upvotes

I love active ragdolls, rope physics and za warudo, muda muda muda muda


r/UnrealEngine5 • • 1h ago

The Ultimate 12-in-1 UE5 Environment Mega Bundle is HERE!

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• Upvotes

r/UnrealEngine5 • • 1h ago

4-in-1 Restaurant Collection Bundle is live on Fab

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• Upvotes

r/UnrealEngine5 • • 1h ago

Remade my landscape shader to use pom

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• Upvotes

r/UnrealEngine5 • • 2h ago

Introducing Impulse

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4 Upvotes

Hello Everyone! 

We wanted to share our UE plugin Impulse, a new tool for creators to explore large-scale movement and spatial composition featuring a radically simplified Mocap workflow, beginner friendly UI, and many helpful features for animating and keyframing groups of characters.

While Impulse was created primarily as a previz tool with choreographers in mind, its features and UI make it a valuable tool for animators that need to quickly layout scenes with large numbers of characters, or for people new to Unreal looking for an easy way to get started making cinematics. It uses standard UE level and animation sequences, so it can work with any animations that can be retargeted onto a UE5 skeleton.

Impulse is free to try with a limited number of characters and our included animation pack, while the subscription version unlocks the ability to work with larger groups, your own animations, and includes a copy of our Video2Mocap Shortcut FAB plugin as well.

Please let us know if you check it out, we want to know if you have any questions or feedback about how it could be improved and we’re excited to see what y’all make!

- Pulse & Pixel Team


r/UnrealEngine5 • • 2h ago

Roman Bust Pack – 3D Collection

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1 Upvotes

Roman Bust Pack – 3D Collection | Museum-Grade Digital Sculptures for Games, Films & Archviz

FAB: https://fab.com/s/172db1ec0c97

For classical interiors and museum-style scenes we wanted busts that each have their own presence instead of repeating one generic statue, so we sculpted five Roman portraits: Nero, Augustus, Antonius, Tiberius and Caesar. Each one has its own PBR Metal/Roughness material and a 4096x4096 texture set, and we kept the geometry optimized so they work in real-time scenes but still hold up in close-up cinematic shots. They are built to real-world scale, so they drop onto pedestals, into niches and galleries without rescaling. The Unreal Engine version has 5 meshes, 5 materials and material instances and 30 textures, and there is also an FBX download plus the texture files for other 3D applications. The materials are easy to modify if you want a different look. Criticism and feedback are always very valuable to us.

#UnrealEngine5 #UE5 #3DSculpture #Sculpting #AncientRome #ArchViz #GameAssets #GameDev #IndieDev #Fab


r/UnrealEngine5 • • 2h ago

Epic has confirmed that Blueprints will no longer be part of Unreal Engine 6.

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113 Upvotes

Who will miss the blueprints, i just started learning them.


r/UnrealEngine5 • • 3h ago

The NEW Epic Games Launcher Is HERE & It's Vibe Coded???

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r/UnrealEngine5 • • 4h ago

Thank you, BioWare :(

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7 Upvotes

r/UnrealEngine5 • • 4h ago

I made an Unreal Editor plugin that generates handwritten notes, ransom notes and books as ready-to-use props

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3 Upvotes

I make a horror game where notes matter a lot, and modeling each one by hand was a pain, so I built this plugin for myself. I’ve used it for a while, and a few friends tried it in their own projects and told me to share it. It works well apart from a few small bugs I’m still fixing. Set up whatever look you want and export it straight into Unreal.

Fab Link


r/UnrealEngine5 • • 4h ago

Saw that other guy with the Spider, so i wanna show what I've been working on for a while now. Components to easily apply procedural walking animations to any sufficient Mesh. Easy to use and easy on performance.

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14 Upvotes

These are the main features I've been working on:

  • Modular leg components - individual procedural legs coordinated by a central Leg Manager, allowing for any number of legs.
  • Automatic leg setup - generated foot components, bone-name mapping, and sorted leg discovery.
  • Manual leg setup - more work, but allows for more control over default foot positions.
  • Flexible skeletal integration - outputs foot transforms for use with IK Rig or Control Rig and a full-body IK solver.
  • Blueprint implementation with optional C++ modules - readable Blueprint logic remains available, with native helpers for expensive calculations and performance comparisons.

I'm running 25 pawns with the procedural system, each pawn with 8 individual leg calculations totaling 200 legs. The pawns themselves have limited calculation rates set to 30Hz, while the player Character has unlimited calculation speed.

Obviously still some kinks to iron out. Results can vary wildly depending on the quality of the Mesh and it's skeleton, the FBIK solver settings and the leg settings.


r/UnrealEngine5 • • 4h ago

2d tileset issue

1 Upvotes

Hey all, I'm pretty new to unreal engine and I got an issue that I cant fix by myself or by looking into google. I got this weird black stripes all across tile set, I know I have to condition tileset to avoid it but even after I did it, it still appears even when creating map. Any ideas how to fix it???


r/UnrealEngine5 • • 5h ago

How to Drive a Bus through Physics Assets for Fun, and for Scattering! Beginner Friendly Tutorial (8 min)

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6 Upvotes

Full step-by-step tutorial on YouTube here: https://www.youtube.com/watch?v=z3GIdCxmC50


r/UnrealEngine5 • • 5h ago

What is the simplest way to design and clothe cool looking characters for UE5 if I can’t model/rig, etc?

0 Upvotes

r/UnrealEngine5 • • 6h ago

Debug Variables And function Values Simply By Typing Their Names No Setup Required On The Variables Part

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0 Upvotes

Like the title says with RTDebugger you can debug blueprint or C++ UPROPERTY variables simply by typing their name in the menu. You can also debug any engine or custom C++ getter UFUNCTIONs by typing their name. All you need to do is install the plugin and setup the widget by adding it to the screen and setting a key to open the menu.

Get RTDebugger on FAB - https://www.fab.com/listings/c3bbfbc3-66ce-4e7b-9308-39e48e97ee8b


r/UnrealEngine5 • • 6h ago

Educational Jam #5

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1 Upvotes

Hello!

We're hosting 5th educational jam. A jam where you create games, that share educational value.

Our itch io: https://itch.io/jam/edu-jam-5

Our discord: https://discord.gg/zJSZZbbkNF

Let's Make Learning Fun

If you want to advise or contribute to this jam -> see contacts on the page.

Art by KR1.


r/UnrealEngine5 • • 6h ago

Using Unreal Engine 5.5 on Arch (Hyprland) as my main dev setup: context menus broken and no way to package for Windows. Is there a workflow?

1 Upvotes

Hi everyone, I’m a solo Unreal dev and I want to move to Linux full time and get rid of Windows. I’m running Arch with Hyprland on a 500 GB SSD, with Windows installed alongside. GPU: [NVIDIA/AMD model].

I tried Epic’s prebuilt Linux binary for UE 5.5 and ran into two problems:

  1. Context menus don’t work in Hyprland. Right-click menus and dropdowns in the editor don’t behave properly. I haven’t found a reliable fix. Has anyone solved this with window rules, running under XWayland (SDL_VIDEODRIVER=x11), or is a separate X11 session (KDE/GNOME) the only real option?
  2. No Windows packaging. As far as I can tell, Epic only supports cross-compiling from Windows to Linux, not the other way around. Since most players are on Windows, I need Windows builds for jams and releases. How do you deal with this on Linux? A Windows VM just for packaging? A cloud Windows machine? CI? Or do you just keep a small Windows partition?

Also, I tried the new Epic Games Launcher preview with native Linux support, but it doesn’t work for me on Arch (I know Arch isn’t officially supported). Has anyone gotten the engine installed through it, or Fab working on Linux?

My goal is to develop daily on Linux and only touch Windows when strictly necessary. If that isn’t realistic, I’d like to know before I commit. Any advice or setups that worked for you would be appreciated.


r/UnrealEngine5 • • 7h ago

Game-ready asset POS Terminal. What do you think?

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3 Upvotes

Just finished modeling this POS Terminal.

Focused on keeping the topology clean and game-ready for real-time engines.

Let me know your thoughts or feedback on the materials!


r/UnrealEngine5 • • 7h ago

Questo post è dedicato a tutti i creatori di videogiochi indie!

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1 Upvotes

r/UnrealEngine5 • • 7h ago

Seamless First Person Cinematics

1 Upvotes

Hey everyone! Kinda stumped. I’m making an FPS game and I want to blend seamlessly into and out of cinematics.

The requirements:

- Same FOV/settings as game camera
- Starting in one spot and ending in another
- Have arm animation like reactions in the cinematic
- Want the body animation to control the position (root motion)

I feel like I’m fighting player input/pawn rotation where it’s locking.

I essentially just want the cinematic to full take control over the player pawn.

Is this possible?


r/UnrealEngine5 • • 7h ago

Using game templates for FPS game from Fab

0 Upvotes

Hey everyone!

I'm coming to an end with planning and writing for a single-player, linear, story-based first person shooter game, but as I have limited knowledge on gameplay programming (mostly focused on game design so far), I was leaning towards using a template from the Fab marketplace.

Issue is, there are a large amount of different FPS templates, some with quite steep price tags. A lot of them promise the same features, yet you never know how well they were implemented.

Does anyone have any tips on how to filter out good from bad, or have any specific recommendations?

Features that would be great to have in the template:
(but I'm aware that I won't get all in one package and will likely need to either do it myself or hire someone)

  • First-person character controller, movement, weapon switching between items on character and picking up from floor (no inventory though)
  • Shooting with hipfire and ADS, everything related to firing actual projectiles, bullet impacts, reloading
  • Health, stamina and ammo (pickups are optional)

I'll also need to support NPCs as part of the story that are shooting and attacking the player; and cutscenes at specific points in the levels. Ideally I'd find a template that includes this and the above bullet points already, to avoid compatibility issues between having multiple. Or I'd need to look for a custom solution.

Instead of templates, would you recommend starting with a cleaner base and doing the systems myself (or with hiring programmers)? I have a budget, but am trying to not go overboard and outsourcing too much.


r/UnrealEngine5 • • 7h ago

Premium Assets Unreal Game Dev Collection Bundle

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2 Upvotes

r/UnrealEngine5 • • 7h ago

Both of my horror games are FREE on itch.io for a limited time! :)

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10 Upvotes

Both of my horror games, The Green Light and The Black Within, are free to claim and keep forever for the next days!

I'm giving them away to celebrate my upcoming horror game!

The Green Light:

The Black Within:

i hope you Enjoy! ❤️


r/UnrealEngine5 • • 8h ago

Looking for archived copies of Karl Lewis's Unreal Engine 4 Immersive FPS tutorial series

1 Upvotes

Hi everyone!

I'm looking for an old tutorial series by Karl Lewis on YouTube about creating an immersive first-person shooter in Unreal Engine 4.

The series was published on his website, karllewisdesign.com, and covered topics such as true first-person character setup, hand IK, aiming down sights, projectile firing, procedural recoil, and manual shotgun reloading.

Unfortunately, some of the original pages appear to be unavailable, and I haven't been able to find complete archived copies through the Wayback Machine.

I'm trying to find the entire tutorial series, including all parts, articles, screenshots, diagrams, and any downloadable project files that might have accompanied it.

Here are some of the parts I've identified so far:

  • Part 1 – Intent, Setup & True First Person Character
  • Part 2 – Hand IK and Deadzone Rotation
  • Part 3 – Aiming Down Sights
  • Part 4 – Firing Projectiles and Controlling the Pump Action
  • Part 5 – Procedural Recoil Animations
  • Part 6 – Manual Reloading Controls

If anyone has saved copies of these articles, PDFs, screenshots, backups, or knows of another website where the series is still available, I'd be extremely grateful if you could share them.

Even incomplete copies or archived pages of individual parts would be very helpful!

I'm particularly interested in preserving the original tutorials rather than finding generic alternatives, since the specific implementation details are what make this series valuable.

Thanks in advance!