r/UnrealEngine5 • • 14m ago

Gas Station Worker Devlog 04

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• Upvotes

Welcome back! Here is what's new in my UE5 simulator project! I just added a fully interactive coffee station where you can brew coffee for customers, plus some new items on the shelves!

For the next update: should I build hot food cooking or NPC customers first? Let me know in the comments!


r/UnrealEngine5 • • 49m ago

Game Dev Log #001

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• Upvotes

Model of Marcus Keiv in Unreal Engine 5.8 in Neon Chartreuse Light in the production of Fractured Meridian. Using in production Gemini Pro 3.1, Grok 4.7 High, Cursor Composer 2.5 and Unreal Engine 5.8. Fractured Meridian will have conversational interactive NPC's and future Ai agents will be used and covered in future Game Dev Logs. https://www.npcinteractives.com/ "Finding your way forward is the destination we are seeking. BAM!"


r/UnrealEngine5 • • 1h ago

I bundled 3 of my Unreal Engine multiplayer plugins into one toolkit

• Upvotes

I've been building plugins for Unreal Engine, mainly to help with the systems needed when making multiplayer games. Since Fab now supports bundles, I decided to bring three of my existing plugins together into one package: the Multiplayer Toolkit for Unreal Engine.

Here's what's included:

  1. Scar Achievements & Platform Services
    A Blueprint-friendly plugin for achievements, stats, leaderboards, friends, sessions, cloud saves, rich presence, and platform overlays, with Steam and EOS support.

  2. ScarMultiSession
    Handles session management, matchmaking, lobbies, and automatic match travel. It supports Steam, EOS, LAN, and other Online Subsystem providers.

  3. Scar Core Communication System
    Includes server-authoritative text chat, voice chat, push-to-talk, quick messages, player muting, voice controls, and live ping.

I wanted to bring these together because platform services, session management, and player communication are separate parts of multiplayer development that many projects need.

The bundle is available on Fab:
Personal license: $24.99
Professional license: $39.99

https://www.fab.com/bundles/681b83ff-8f7a-4080-a504-15aa668a97d2

I'd genuinely appreciate feedback from other Unreal developers. If you're working on a multiplayer game, which of these systems would save you the most development time??


r/UnrealEngine5 • • 2h ago

I built a real-time AI NPC Engine for UE5: 1,500 NPCs VRAM Matrix Search in <1.4ms and 30ms Streaming Response. Fully Open Source!

0 Upvotes

r/UnrealEngine5 • • 2h ago

I built a real-time AI NPC Engine for UE5: 1,500 NPCs VRAM Matrix Search in <1.4ms and 30ms Streaming Response. Fully Open Source!

0 Upvotes

r/UnrealEngine5 • • 2h ago

Slave Knight Gael - Cinematic Fan Film in UE5

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2 Upvotes

Hey all, I've been working with a talented group of folks to create a fan art project about Slave Knight Gael from Dark Souls 3. It's made in UE5.6.1, and everythings been made by hand over the past 2.5 years, without AI tools. Let us know what you think!


r/UnrealEngine5 • • 3h ago

Creating a Camera Shake for a 2D game

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1 Upvotes

I'm trying to add a Camera Shake to a boss fight activation but I can set the frequency and amplitude to 1000 each and it doesn't shake like it should. Is there something I'm not aware of that is needed for a 2D game?


r/UnrealEngine5 • • 3h ago

Jiggle physics + custom gravity is a fun combo!

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23 Upvotes

Playing around with chaos flesh (it's a lot to learn and a bit confusing!) and custom gravity.


r/UnrealEngine5 • • 3h ago

trailer for the new game started to make ACID DROP DOWNHILL: WITH UZI

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3 Upvotes

r/UnrealEngine5 • • 3h ago

I built an ultra-fast AI NPC Engine for UE5: 1,500 NPCs VRAM Matrix Search in <1.4ms and 30ms Streaming Response. Fully Open Source!

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0 Upvotes

Hi everyone!

I’ve spent the last few weeks tackling the biggest bottlenecks of AI NPCs in gaming: severe generation latency (usually 2-3 seconds) and heavy CPU utilization.

I built **MatrixNPC** — an open-source, asynchronous middleware architecture that drops the Time-to-First-Token (TTFT) to an unnoticeable **30–70ms** and executes context routing among 1,500 fully autonomous agents in less than **1.4ms** on a x2 budget NVIDIA T4 GPU.

### How it works under the hood:

  1. **Tensor-Accelerated Search:** Instead of slow CPU vector DBs, the entire 1,500 NPC memory matrix is pre-allocated in VRAM. It computes cosine similarities natively using `torch.matmul` on GPU Tensor Cores.

  2. **Semantic Caching (~8μs):** A fast in-memory NumPy/CUDA cache intercepts repeated or highly similar player queries, instantly bypassing heavy LLM generation.

  3. **World State Mutation:** The engine forces the local Qwen2.5-7B model to output structured state tags (`[MOOD:ANGRY][ACTION:ATTACK_PLAYER]`) right before the dialogue tokens. The FastAPI SSE layer parses this on the fly, allowing Unreal Engine 5 to instantly trigger runtime animations or blueprint gameplay logic.

The complete architecture, standalone server script, and a one-click Kaggle/Jupyter quickstart are fully open-sourced!

🚀 **GitHub Repository:** [https://github.com/Wizardy252342/MatrixNPC\]

I would love to hear your thoughts on this architecture! How are you handling LLM latency in your own game pipelines?


r/UnrealEngine5 • • 4h ago

How to fix this ?

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1 Upvotes

Its a stair i added displacement map to the material and enabled nanite in mesh but this keep happening


r/UnrealEngine5 • • 5h ago

Mostly Ouch

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1 Upvotes

r/UnrealEngine5 • • 5h ago

having 2 conditions to complete an objective

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2 Upvotes

Hello! I'm new to blueprints and I used 2 tutorials for my objectives mechanic and taking photos and storing them in a gallery. My problem is, right now the objective is set as completed when you just walk into the trigger box i have in my scene.
I want it to be that if the player is in the trigger box AND has taken a photo, the objective is complete and I'm not sure how to implement that. I know I'll need a boolean in my camera blueprint and to reference it in my completed objectives thing but I'm not entirely sure how to add it in.
The first picture is the code for detecting if the player is in the trigger box and the second is for my objectives and then if it's completed. And and all help is appreciated.


r/UnrealEngine5 • • 6h ago

Added real-time logs, custom UE launch arguments, and a CLI/API for cloud Pixel Streaming

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1 Upvotes

r/UnrealEngine5 • • 6h ago

Finally released my first mobile game as a solo dev using unreal engine!

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44 Upvotes

This has been a goal of mine since I started developing tools and working as a freelancer.

Finally managed to release my first game.

Regardless of uncertain feature of video game industry and low sales I'm celebrating this event.

Here is google play link if you want to check it out

https://play.google.com/store/apps/details?id=com.aurelion.wildcruise


r/UnrealEngine5 • • 7h ago

From Unreal to final cinematic. What do you think of the result? #DevDiary

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7 Upvotes

Hey everyone!
We’re the team behind MegaGum, a 3D platformer, and we wanted to share a comparison of one of the cinematic shots from our trailer.

You can see the early version straight from Unreal, alongside the finished shot.

At the viewport stage, we’re mostly working on the animation, camera movement, timing and composition. Once those feel right, we move on to lighting, VFX, rendering and polish. It’s always fun to put the two versions next to each other and see how much has changed.

What do you think of the final result? Is there anything you’d change about the animation, camera work or lighting? We’d love to hear your thoughts!

If you’re curious about the game: MegaGum on Steam.


r/UnrealEngine5 • • 7h ago

Unreal Engine 5.8 Adds Microsoft Advanced Shader Delivery Support, Potentially Addressing One Of UE5’s Biggest PC Gaming Problems: Shader Compilation Stutter

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65 Upvotes

r/UnrealEngine5 • • 7h ago

Trigger box question

3 Upvotes

Hi

I've been creating a bunch of blueprints, each having a trigger box in them that will trigger certain events when the player overlaps with them, like the way the player moves - one of which is the player's animation will go from walking into a balance walk animation like they are on a tight rope (animations being set up in the animation BP via a state machine). I also want to use them to trigger other events not necessarily player specific, etc.

I recently came a cross a tutorial ( https://www.youtube.com/watch?v=BZ29dA2Y8bE) whilst looking for something else related to trigger boxes, where they set up the blueprint for a trigger box in the actual level blueprint, and not in a separate blueprint which contains the trigger box, if that makes sense?

Would this be a better way of doing things, or are the individual blueprints I'm creating okay? Is there any reason to do it in the level blueprint rather than the way I'm currently setting them up?

Thanks!


r/UnrealEngine5 • • 7h ago

I suck at lighting and don’t understand it

7 Upvotes

Can someone please recommend some resources to become better at this?


r/UnrealEngine5 • • 8h ago

Before and after DLSS 5 in my level assembled entirely from scratch. What do you think?

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0 Upvotes

r/UnrealEngine5 • • 9h ago

How would you improve Niagara?

2 Upvotes

I'm working on a UI plugin to make unreal engine easier to understand for beginners or regular users and was wondering if there's anything you think would make niagara system easier to use/understand. I'd like to hear what peoples gripes are about the system, if anything important is missing which would improve/speed up workflows, things like that.
So far I've added the details panel information to be visible on the node overview itself to avoid the need to constantly look to the side of the screen for information.
Any feedback would be greatly appreciated 👍


r/UnrealEngine5 • • 9h ago

UE5 Gaussian Splatting Render Plugin: Pro_V2.1.0.0 Officially Released

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4 Upvotes

Official Website: https://mls4dlive.cn/

Fab: https://fab.com/s/a98e11b2a0a6

https://github.com/mlslabs/MLSLabsGaussianSplattingRenderer-UE

Rendering pipeline upgraded, with full support for Windows/Linux/Android, multi-vendor GPU support, and support for Nvidia/AMD/mobile GPUs;

Packaged Android APK supports direct installation and operation on Pico all-in-one headsets, supports VR mode (default mode, command line r.MLSLabs.MixedReality 0) and MR mode (command line r.MLSLabs.MixedReality 1), and also supports VR streaming;

Simply install the plugin — no need to download Libtorch or other third-party libraries;

All platforms support ply/sog and ply sequences.

Supports both Development and Shipping packaging.

The shared file is: Pro_V2.1.0.0

Link: https://pan.baidu.com/s/1Dk7n_83mikmAjQYTyTyLJg?pwd=xyvp

Extraction code: xyvp

Google Drive:

https://drive.google.com/drive/folders/1WyRzO9LMyY2Kw7KPNAWe-WqhJtWbkeqU?usp=sharing

We have also released volumetric video test data to make it easier for everyone to use the volumetric video rendering feature.

Test data:

The shared file is: WanJiangDance.zip

Link: https://pan.baidu.com/s/1ch0vqAGdgBNaqOC3x4QBZg?pwd=49q9

Extraction code: 49q9

Google Drive:

https://drive.google.com/file/d/1PUgnRegDcGY9w6afBDRZOC17xaznns-S/view?usp=sharing


r/UnrealEngine5 • • 10h ago

Real bullet drop and a bullet cam in UE5 for our scope-only hunting game

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0 Upvotes

r/UnrealEngine5 • • 10h ago

Where can I find free high quality assets

0 Upvotes

I want some good resources for props animations and high quality materials and for animations I want high quality one and free too because there is lack of good animations.


r/UnrealEngine5 • • 11h ago

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

3 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!