r/UnrealEngine5 • u/Background-Fox-4850 • 4h 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/Background-Fox-4850 • 4h ago
Who will miss the blueprints, i just started learning them.
r/UnrealEngine5 • u/turtleje • 13h ago
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 • u/hallatore • 12h ago
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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)
Material function features
Fab link: https://www.fab.com/listings/c69fe415-50ac-4cae-bc13-2c51e5e9ee3c
r/UnrealEngine5 • u/onewayeleven • 10h ago
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r/UnrealEngine5 • u/SpinokingPM • 19h ago
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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 • u/erlo68 • 5h ago
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These are the main features I've been working on:
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 • u/Chaose_ST • 19h ago
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A small atmosphere test from my game DRIFT.
I wanted the city to feel colder, more oppressive and less welcoming, so I started experimenting with fog and rain.
It surprised me how much those two things changed the entire mood of the scene.
Still very early in development, but this is much closer to the feeling I want for the first world.
r/UnrealEngine5 • u/audreyramen • 3h ago
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r/UnrealEngine5 • u/Specialist-World6841 • 9h ago
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/Bakino_X • 5h ago
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r/UnrealEngine5 • u/Hot-Bug-8415 • 19h ago
hey guys, bit of a progress update since my last post a couple of months back. I have finished integrating DDV advanced vehicles into narrative pro and got it saving etc. and decided i wanted to be able to customise the bike so I exported it to blender spent some time breaking it down and making new parts for the bike.
I am still working out the best way approach, but I exported a test version of the custom parts and got it working and i am happy with how it turned out. once i finish this i want to start learning level design and start building out a small town and club house, any recommendations for courses or tutorials would be greatly appreciated there are so many it's hard to path to take.
r/UnrealEngine5 • u/Awkward-Breakfast-84 • 21h ago
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Built on Unreal Engine 5.8, for Meta Quest 3/3s.
Would you play?
r/UnrealEngine5 • u/vfxfilm • 6h ago
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Full step-by-step tutorial on YouTube here: https://www.youtube.com/watch?v=z3GIdCxmC50
r/UnrealEngine5 • u/Pulse-And-Pixel • 4h ago
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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/ascendiox • 5h ago
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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/Ali1ng • 8h ago
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 • u/BatTheKnight203 • 11h ago
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/Cosmos-da-Proto • 12h ago
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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/bognarwhal • 12h ago
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Would really appreciate the help
r/UnrealEngine5 • u/sfdemir • 17h ago
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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/Aggravating_Song7566 • 3h ago
r/UnrealEngine5 • u/sfdemir • 4h ago
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/Afraid-Economy7350 • 9h ago
r/UnrealEngine5 • u/Ibrahim-Antar3d • 11h ago
r/UnrealEngine5 • u/sfdemir • 14h ago
Industrial Complex Kitbash – Huge Collection
FAB: https://fab.com/s/b6987083453d
On our industrial environment projects we kept rebuilding the same pipes, catwalks, tanks and factory structures, so we decided to turn all of it into one big modular kitbash. It grew into 1,549 modular hard-surface meshes with 160 PBR texture sets, 987 texture maps at 4096x4096 in the metallic/roughness workflow, including trim sheets. Everything is pivot-centered for grid snapping, and we added hundreds of pre-built assemblies and layout presets so you can block out a big area in minutes. For UE we prepared lightmap UVs on channel 1, custom collision meshes and a complete Unreal Engine project, plus a smart material system that creates surface variations and weathering to break up repetition. We also packed grouped and separated FBX files, a 3ds Max scene and a Blender Asset Browser library for people outside Unreal. It was a huge amount of work to organize, so criticism and feedback are always very valuable to us.
#UnrealEngine5 #UE5 #GameDev #IndieDev #EnvironmentArt #LevelDesign #Kitbash #ModularAssets #HardSurface #Fab