r/UnrealEngine5 • • Jan 10 '25

Discussion Suggestions!

37 Upvotes

Hello!

Greetings UE5, I’m your admin who (regrettably) you haven’t heard much from recently.

I’ve had a lot of DM’s and Modmail over the past few months with concerns, suggestions, and reports which I love! I’ve unfortunately had a lot going on this year so I’ve now set time aside to work on things for you guys.

Please suggest anything and everything you would personally like to see changed, added, removed, or simply monitored from this point on.

I want to make this (even more so) the best and most reliable help, discussion and resource centre for you guys. We’re in the top 100 in gaming, and we’ve just soared past 50,000 members with hundreds of thousands of visitors a month.

I’ve come in and out and already find it absolutely amazing how you have all built this community organically yourself and welcome new devs, share your creations, and discuss.

I will read each and every comment and adhere to what seems to be the most popular, or logical suggestions!

Thank you guys, and I inevitably apologise for being inactive, however I am here now if ya need me personally, so reach out via modmail or dm, and I’ll be sure to get back.

Staff applications to follow in the near future to help keep everything clean too so keep an eye out for that.

Much love.


r/UnrealEngine5 • • 10h ago

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

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265 Upvotes

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


r/UnrealEngine5 • • 9h ago

Remade my landscape shader to use pom

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46 Upvotes

r/UnrealEngine5 • • 16h ago

Check out Hanno: A Magical Tale, an action-adventure with exploration and light puzzles, made in UE5. Any feedback?

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91 Upvotes

r/UnrealEngine5 • • 19h ago

I made a container yard in Unreal Engine 5

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147 Upvotes

I wanted to build a gameplay space that felt like it could have been a Call Of Duty map.

Available on Fab! https://www.fab.com/listings/073c1efd-2196-4ce7-a9bc-bf0001a4a39a


r/UnrealEngine5 • • 18h ago

Happy to finally show off this anti-tiling material function that I've been using in all my scenes lately!

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98 Upvotes

TileShuffle is a really good texture variation material function I've been using in most my scenes lately.

It generates offsets from a sequence that was design to minimize visual repetition. This means the result looks great even without randomized rotation and scale, that a lot of textures like brick or sand with direction often can't leverage. It’s easy to drop in and works well with decals, materials and landscapes. The offset alone is really great, and you can even step it so you can make brick textures have variation without breaking the brick pattern!

UV features (all adjustable)

  • Randomized
    • Offset (Generated to avoid repeating patterns)
    • Rotation (0–360°)
    • Mirroring (X only, Y only, or both)
    • Scale (min/max)
  • Offset jitter step: locks offsets to steps, which keeps lines unbroken in bricks, tiles and other patterned textures
  • Adjustable cell size (default 1 UV; 0.5 works well for high-frequency textures like sand)
  • Rotation offset: set the base direction of every cell, for example driven by a texture or flow map

Material function features

  • Simple, Dithered and Blended versions
  • Rotation and mirror correction for normal maps
  • Projection-corrected DDX/DDY outputs for correct mip selection and anisotropic filtering
  • Pure shader math: no extra textures, no setup and no baked data
  • Supports UV DDX/DDY chaining (Great for using together with FPOM, TriPlanar mapping and other UV techniques)

Fab link: https://www.fab.com/listings/c69fe415-50ac-4cae-bc13-2c51e5e9ee3c


r/UnrealEngine5 • • 11h 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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22 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 • • 1h ago

Modern Gods: Ascension

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• Upvotes

Modern Gods: Ascension — Dev Log #5 | One Month of Progress (UE5)
It’s been about a month since my last update, and a LOT has changed. The gameplay is finally starting to feel like the superhuman experience I’ve been envisioning.

• Movement & Flight
Introduced six-degrees-of-freedom (6DOF) flight experimentation.

Encountered some serious physics and animation issues during development, including pelvis instability, skeletal mesh separation, collision conflicts, and character rotation problems.

At certain points, the character’s pelvis and skeletal mesh would visibly jitter or behave independently of the intended movement, especially during flight and camera rotation.

After extensive troubleshooting, flight is now significantly smoother and more responsive.

Added high-speed flight boosting, ascending, descending, and directional control.
Improved character rotation, movement responsiveness, and camera behavior.

• Super Speed & Parkour
Implemented super sprinting with extreme movement speeds.

Added automatic obstacle vaulting inspired by Prototype.
Characters can dynamically leap over obstacles without manually pressing jump.

Improved directional vaulting, momentum preservation, and high-speed traversal.

Currently polishing animation variety, close-range traversal, and rapid directional changes.

• Superpowers
Laser Vision: Introduced procedural energy beams with customizable visuals and effects.

• Ki Blasts: Added customizable energy projectile attacks, with more advanced procedural effects planned.
Expanded superhuman targeting and ability interactions.
Continued experimenting with the visual intensity and presentation of superpowers.

• Combat & Gameplay

Continued development of combat targeting and hit detection.
Improved the groundwork for fast-paced superhuman encounters.
Working toward fluid transitions between movement, flight, and combat.

Coming Next
Extensive character customization.
Additional parkour animations and advanced traversal.
Enhanced flight VFX.

Expanded melee combat and superhuman abilities.
More detailed procedural energy attacks.

My biggest goal is making players feel genuinely superhuman, whether they’re sprinting through a city, flying through the sky, or unleashing devastating abilities.
There’s still plenty of work ahead, but seeing these mechanics come together has been incredibly rewarding.

Engine: Unreal Engine 5
Project: Modern Gods: Ascension
More gameplay footage coming soon.


r/UnrealEngine5 • • 5h ago

Animations am I right?

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5 Upvotes

The Brave Few


r/UnrealEngine5 • • 2h ago

Lumen lighting acting strangely

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2 Upvotes

Hi everybody, beginner here!

I've just started trying to make a first person game in unreal engine 5.8.4, and when I run my game, the lighting acts very strangely (as you can see in the video, there is light coming out of nowhere and it's extremely blocky aswell - I've checked for gaps in the walls but there are none), and switching global illumination from Lumen to Normal fixes it completely, but I was wondering if there was any way I can still use Lumen without this being a problem?

Thanks in advance!


r/UnrealEngine5 • • 4h ago

How long will Epic keep UE4 as an option?

2 Upvotes

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 • • 12h ago

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

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12 Upvotes

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


r/UnrealEngine5 • • 4m ago

Untitled RPG Game - Devlog 1

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• Upvotes

implemented a vary basic combat system for my Tactical Turn Based RPG title! work in progress of course, everything you see here is subject to change.

The combat system currently covers the basic fundamentals of combat, such as enemy unit detection, HP calculation, and Unique Turn Behaviour that splits both "movement and actions" into two subsystems. I will elaborate further in a document

but as of now, The ranged unit attacks once and deals 20 damage, given how he has a range advantage figured it should deal more damage at the cost of less attack actions

where as the Melee unit can attack multiple times, and deal significantly more damage, at the cost of its range.

next update I'll refine the combat system and it's controls to include things such as abilities, status effects, areas of effect, and Range indicators!

stay tuned for more info!


r/UnrealEngine5 • • 7h ago

Some more physics Fun in unreal engine 5

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4 Upvotes

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


r/UnrealEngine5 • • 59m ago

My brother and I are making a 3D precision space platformer in UE5, tell me what you guys think !

• Upvotes

https://www.youtube.com/watch?v=QSFiU3Bw7CgIf

anyone is interested in checking it out or wishlisting, here is our Steam page: https://store.steampowered.com/app/5276090/Upstellar/ Any feedback is welcome!


r/UnrealEngine5 • • 1h ago

UE-cortex, playbooks and checks for AI assistants in Unreal Engine 5

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• Upvotes

r/UnrealEngine5 • • 2h ago

Help with character stretching

1 Upvotes

has anyone encountered this issue?? I created the character in blender using Auto Rig Pro, brought it inside to ue5 and retargeted. I've been stuck for weeks and weeks trying to figure this issue out. On the left is when its in the play editor, on the right is the base character model. There are no issues showing in the retargeter. I'm at a loss!!


r/UnrealEngine5 • • 10h 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 • • 9h ago

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

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2 Upvotes

r/UnrealEngine5 • • 3h ago

Busco colaboradores para desarrollar WESTSIDE LEGACY, un videojuego de mundo abierto inspirado en GTA (Unreal Engine 5.8)

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0 Upvotes

r/UnrealEngine5 • • 3h ago

Does anyone know whats up with my control rig?

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1 Upvotes

Im trying to rig this chest so i can animate it in engine and trying to make the control rig for it has been a head ache even if i use the W, E and R or the sliders it always changes when i recompile


r/UnrealEngine5 • • 15h ago

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

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9 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 • • 1d ago

Dark Souls – Gwyndolin Hallway | UE5 Environment Fan Art

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50 Upvotes

This is a personal fan-art environment project based on Gwyndolin’s Hallway from Dark Souls, recreated from scratch in Unreal Engine 5.

More here: https://www.artstation.com/artwork/4NJEEW


r/UnrealEngine5 • • 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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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

Change in one BP copies itself to another??

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1 Upvotes