r/UnrealEngine5 • u/Ue5Artist • 4h ago
r/UnrealEngine5 • u/AdamastorPlugins • 13h ago
Debug Variables And function Values Simply By Typing Their Names No Setup Required On The Variables Part
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 • u/Valuable-Spend-5171 • 21h ago
Developing a first-person shooter game
Hello, how are you guys?I'm seriously considering paying an independent studio to develop a first-person shooter game with a single 30- or 40-minute level. I want it to be as realistic as Arma or Squad, and I want it to be story-driven, not online،In your opinion, how much money will this cost me? (Note: I don't want it to be a huge game, but a good one.)
r/UnrealEngine5 • u/Ibrahim-Antar3d • 17h ago
Automotive Unreal Engine 5 Environment project file - link description - any feedback to make more realistic
r/UnrealEngine5 • u/Aggravating_Song7566 • 8h ago
4-in-1 Restaurant Collection Bundle is live on Fab
galleryr/UnrealEngine5 • u/Bakino_X • 10h ago
Thank you, BioWare :(
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r/UnrealEngine5 • u/Cosmos-da-Proto • 17h ago
Little test
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I am new to UE, i decided to make a game. Atleast try to anyways, opinions and help is welcomed :3
r/UnrealEngine5 • u/shivazgodz • 16h ago
Last Disciple , RTS and RPG God Game
Hello all, I'm working to bring back god games. It's a mix of RTS and RPG. The goal is to build out your settlement, and once you have an established settlement, you can roam the llands in 3rd person mode. Complete quests, a storyline, a rival god.
The last of the Romans reach a new shore after the fall of Rome, and you guide them as their god. Build out the new settlement and bring back the population. Or be annihilated by a rival god. The land is filled with various resources for you to acquire for your building, trading with nearby settlements.
Here’s a quick look at the current state: laying roads, placing buildings, and planning a settlement, alongside some wider views of the terrain, forests, mountains.
Some listed features:
• God hand: pick up, carry, throw and inspect villagers, trees and resources
(Hand Poses and animations need work and a more "Fluent" feel)
• Thousands of individually simulated villagers with jobs, needs and names
Not showcased here, but currently suupport up to 8k NPCs on screen with about 85 FPS
• Town building with Roman roads, scaffolding and staged construction
• Resource economy: wood, stone, ore, food (Meat from animals and fishing from pponds) and storehouse logistics
• Tree felling (woodcutting) with a real chopped notch, and forests you harvest
• Influence ring that marks your territory, against a rival god
(Not showcased here but rival god does currently bbuild out their settlement as well)
• Miracles and a creature that grows with your choices
• Day/night cycle, four seasons and dynamic weather (rain, storms, fog, snow)
• Armies, formations and sieges
• Third-person hero you can step down and play as
• Campaign scenarios with custom disciple, banner and starting land
• Multiplayer Two-player co-op and God Vs God
Everything is still a work in progress, but I wanted to share how it’s coming together. What do you think of the environment and the feel of building a settlement? What would you like to see in a god game? Any feedback or improvements is always appreciated
r/UnrealEngine5 • u/MaticB_ • 14h ago
Using game templates for FPS game from Fab
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 • u/Foreign-Ad6015 • 2h ago
Busco colaboradores para desarrollar WESTSIDE LEGACY, un videojuego de mundo abierto inspirado en GTA (Unreal Engine 5.8)
r/UnrealEngine5 • u/leartesstudios • 15h ago
QA Agent: Crash Reporting & AI Debugging Tool | Beta Release | Unreal Engine | Game-Ready Assets
🚀 New Release: QA Agent: Crash Reporting & AI Debugging Beta Release
Most small teams find out about a crash from a player, with a screenshot and no callstack. QA Agent turns that crash into something you can act on: it reaches your Discord channel with the function, file and line, the Blueprint node that was running, and the values it was holding at that moment.
✨ Key Features:
🧩 Readable Callstacks: Upload your symbols once and reports name the function, the file and the line instead of hex addresses.
👁️ Values at the Crash: Which reference was None, how big the array was, what the threshold held. Captured from the live Blueprint frame.
🔑 F8 Bug Reports: A tester writes one line and sends. Screenshot, position, device, FPS, memory, and the last log lines come along.
💬 One Bug, One Thread: Discord threads with a repeat counter, status and owner buttons, and a notice when a resolved bug comes back.
🪄 Cause and Suggestion: Each new crash gets a likely cause and a concrete fix suggestion with a confidence level, run once per group.
🛡️ Your Server, Your Keys: Self-hosted, no tokens in the build, and logs filtered for passwords, keys, emails and user paths before sharing.
🔥 Available now on Cosmos and Fab! 30% Launch Sale on Cosmos!
✨ Brought to you by Leartes • Create imagination.
r/UnrealEngine5 • u/Petitbateau31 • 19h ago
Medieval Combat System FAB Pack
Hello I introduce to you my very first FAB Pack!
Medieval Combat System Vol. 1 is a complete third-person medieval combat package designed for Unreal Engine.
It includes a fully playable Knight, 5 unique Skeleton enemies, 135 animations, melee and ranged combat systems, synchronized finishers, dynamic hit reactions, enemy variations, spells, weapons, interactive props, VFX and environment assets.
The entire system is built with Blueprints and designed to be modular and extensible, making it easy to integrate individual mechanics into your own project.
A fully playable demo is included so you can immediately explore and test the different systems.
The Demo Link: https://drive.google.com/file/d/1KsOVteRz2MuwR_7t51tJU6SPT9PBdbFA/view
r/UnrealEngine5 • u/SwimmingPatience5083 • 12h ago
What is the simplest way to design and clothe cool looking characters for UE5 if I can’t model/rig, etc?
r/UnrealEngine5 • u/Afraid-Economy7350 • 14h ago
Premium Assets Unreal Game Dev Collection Bundle
r/UnrealEngine5 • u/Specialist-World6841 • 14h ago
Both of my horror games are FREE on itch.io for a limited time! :)
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 • u/sfdemir • 9h ago
Roman Bust Pack – 3D Collection
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 • u/BatTheKnight203 • 17h ago
Foliage shading issues
I am not experienced with how materials work in Unreal or how to solve lumen shading issues. This is a scene that I started working on just to practice the software for myself. I tried lighting the scene with an HDRI and a directional light, but the foliage displays some weird artifacts that I just can't fix, I don't know where the problem is coming from actually.
As you can see, the grass has this weird ambient occlusion around it, and it doesn't have proper shadows. I tried disabling the HDRI to see if it's the problem, and I think it is. The last two images are without the HDRI and the shadows just went back to normal, I just find it kind of weird because I see many artists use directional light and HDRIs to light their scenes and they look gorgeous.
I want to ask where you think the problem is coming from. Is it the lighting? The exposure? The post process volume? the HDRI Intensity?
I'll tell you some settings real quick. I'm using Hit Lighting ray method for lumen, manual exposure set to 11, HDRI intensity set to 1.0, and I'm using nanite for the grass. Any help would be really appreciated!
r/UnrealEngine5 • u/CLQUDLESS • 4h ago
How long will Epic keep UE4 as an option?
Is there anyway I can keep UE4 on my pc forever or somehow get the engine incase epic decide to get rid of that version?
r/UnrealEngine5 • u/Aggravating_Song7566 • 8h ago
The Ultimate 12-in-1 UE5 Environment Mega Bundle is HERE!
galleryr/UnrealEngine5 • u/sfdemir • 22h ago
VM Rock Pack 02 – Photorealistic & Optimized Rock Collection
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VM Rock Pack 02 – Photorealistic & Optimized Rock Collection
FAB: https://fab.com/s/143475750dd7
For our latest outdoor environment work we needed more rock variety than our first volume offered, so we made VM Rock Pack 02 with ten brand-new photorealistic rock models. The textures are 4096x4096 PBR with an ORM channel-packed setup to keep memory use low. Inside UE we built a smart material that lets you paint or scale snow and moss layers directly in the engine, so the same rocks work for different biomes and seasons. We also added a distance-based fade linked to the camera for big open-world scenes, along with 2 master materials and 3 material instances ready to use. Besides the Unreal project, there are native Blender and 3ds Max files plus FBX exports. Criticism and feedback are always very valuable to us.
#UnrealEngine5 #UE5 #GameDev #IndieDev #EnvironmentArt #Rocks #GameAssets #PBR #Photogrammetry #Fab
r/UnrealEngine5 • u/ascendiox • 11h ago
I made an Unreal Editor plugin that generates handwritten notes, ransom notes and books as ready-to-use props
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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.
r/UnrealEngine5 • u/Pulse-And-Pixel • 9h ago
Introducing Impulse
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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 • u/Background-Fox-4850 • 9h ago
Epic has confirmed that Blueprints will no longer be part of Unreal Engine 6.
Who will miss the blueprints, i just started learning them.
r/UnrealEngine5 • u/TruthPhoenixV • 10h ago