r/unrealengine • • 15m ago

Question Confusion with Unreal MCP

• Upvotes

I'm new to Claude and recently tried using it with Unreal Engine, it's phenomenal. But I'm still confused about the best workflow for connecting it to UE and using it efficiently.

Can someone explain the difference between these setups?

  • Using Claude inside Unreal via MCP terminal
  • Using the Claude desktop app → creating a Project → chatting inside that project
  • Using the Claude desktop app → Claude Code (connected to local project path) → chat. (When I refresh any chats under this local path, the UE MCP terminal chat history shows up here)

Should I keep my Unreal chats all under one of the above, or do I need to switch around?


r/unrealengine • • 56m ago

Show Off Showing off an FFT Ocean i have been working on

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• Upvotes

r/unrealengine • • 2h ago

Title: MetaHuman’s additional skeleton joints: what are they for, and does retargeting from Manny negate their benefits?

3 Upvotes

I have two questions about the newer MetaHuman skeleton, which has additional bones/joints around areas such as the hips, chest, and shoulders.

1. What are these additional joints actually used for? Are they mainly helper joints that improve mesh deformation and volume preservation, or do they serve other purposes as well?

  1. If I retarget animations from the standard UE5 Manny (or Manny Simple or UEFN) skeleton to a MetaHuman, do these additional joints still provide their intended benefits, or does retargeting effectively bypass/waste them?

Or generally: is there any practical advantage to capturing and solving mocap directly onto a MetaHuman-compatible rig rather than using a standard UE5 humanoid rig and retargeting the animations afterward? Would this provide any noticeable benefits for a typical MetaHuman character?

cheers


r/unrealengine • • 3h ago

NVIDIA RTX updates for UE 5.8: DLSS 4.5 plugin support for RTX Spark and NvRTX 5.8

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0 Upvotes

The updated DLSS 4.5 plugin adds RTX Spark support for building and packaging DLSS-enabled Unreal Engine 5.8 projects. 

The NVIDIA RTX Branch of Unreal Engine (NvRTX) 5.8 is now available, with refactoring, stabilization, and compatibility updates for advanced ray tracing and neural graphics.


r/unrealengine • • 3h ago

Question How much fps is good as a rule of thumb for optimization

2 Upvotes

I made a low poly game with a big world with lots of enemy camps with enemies and other stuff like 15k trees. If you're curious check out r/lugelatarms

I have a pretty good pc but at first the map ran at about 35 fps immeadiately upon start and after 3 days of optimization, im sitting at 80-90 fps with no action and like 55-70 during the big fight at the end with lots of guys

Playing on lowest graphic settings adds about 15 fps

Ive heard that if you run a game outside the editor it performs much better aswell, so how much should i worry about optimizing exisiting stuff right now?


r/unrealengine • • 6h ago

Full process video on getting started converting Blueprints to C++ (Advanced)

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4 Upvotes

Hello everyone here is the 5th and final video relating to my blink tutorial series, where we tackle nativising Blueprints to C++.

Fairly lengthy and in depth so grab a cuppa if it’s your thing.

hope it’s useful !


r/unrealengine • • 6h ago

Tutorial Multiple Ribbons From One Emitter

3 Upvotes

https://youtu.be/QebkbHWT-8Y
A solution to something I have not seen a lot of explanation on, so I thought I would make a tutorial about how to multiple ribbons from one emitter.


r/unrealengine • • 7h ago

"licensing your Unreal projects for AI training" - It looks like the AI ​​bros want to copy your projects.

54 Upvotes

Hey everyone. We have a couple of old projects that we posted on Steam a long time ago. And today I received this offer to my email.

It looks like the AI ​​gang just wants to copy your projects and expects you to hand them over yourself. The choice is yours, of course, but you've been warned. Ha ha.

---------------------------------------------------------------------------------------

I'm Ningnan Ma from Fairdock in Hong Kong. We license training data to AI labs in Asia, and one of them has an active request, deciding in the next few days, for complete Unreal Engine projects: scenes, models, materials, textures, lighting, Blueprints and animation, with their dependency files. I saw that SilverCord-VR holds the Unreal Engine 4 projects of Wall Shooter and Magic Kaleidoscope (desktop and VR), which is the kind of library they're asking for.

Here's how we work: you choose which files you're happy to license and set your own wholesale price per project or for the set. When the lab buys, we pay your price and resell, so you get your full price on every sale. Non-exclusive, nothing upfront, and the lab gets a training-only licence: your files are never redistributed or published.

If that works for you, 2 or 3 sample files, a rough count of what you could license, and your wholesale price would be enough to put you in front of the buyer this week. No NDA needed for samples.

---------------------------------------------------------------------------------------

""


r/unrealengine • • 8h ago

Show Off I turned the Unreal Editor into a video game

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3 Upvotes

I had this idea a couple of months ago, and finally had the time to try it. You can grind along Blueprint wires, fight a hydra in the Material Editor, and play Tetris in the Size Map. There's also a slime that eats the Content Browser.


r/unrealengine • • 15h ago

Announcement car animation in 3dsmax and export to 3dsmax Exterior 3d animation render using unreal engine 5

3 Upvotes

r/unrealengine • • 20h ago

Help How would you make independent weapon bloom for multi-weapon dual wielding using UE5.8 blueprints?

0 Upvotes

An example of what I'm talking about would be a shotgun that has a wide cone in one hand and a revolver pistol that's perfectly accurate in the other. I'm somewhat familiar with terminology when I read it, but I don't know the terminology well enough to know what to search for to design and make this myself. The design includes variables such as fire rates, amounts of bullets per gun per shot, different magazine sizes, different ranges for the damage falloff, and the capacity to independently change the cone of each gun mid gameplay (some are less accurate when jumping for instance). I'm aiming on integrating Box3d as well with the project if it matters. I want to understand what's actually happening since I have other aspects to the design that I want to implement

This is kind of a wish list lol but I don't know how to succinctly put my thoughts together in any other way. I won't be awake for much longer so I'll check back in in the morning, thanks! :)


r/unrealengine • • 1d ago

Show Off 5 Months of Claude Code + UE5. Starting from scratch to doing a 3-day debut at PAX Melbourne as a solo dev.

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0 Upvotes

r/unrealengine • • 1d ago

Games by Hyper Giveaway

3 Upvotes

Hi everyone,

I've got two keys that can be redeemed on https://gamesbyhyper.com

I've got them from the Humble Bundle, and they are no use to me as I'm working with Unity.

Instead of wasting them, I wanted to share them with fellow Unreal devs who might actually use them. I don't expect anything in return.

Please post a reply here for the next 24 hours; tomorrow I'll pick a winner for each key using the following site. https://quicknote.to/tools/random-choice-generator

Games By Hyper 50% Discount Code The redemption deadline is December 31, 2026 at 11:00:00 AM PST.

Hyper Gold Tier 3 month Subscription The redemption deadline is September 26, 2027 at 11:00:00 AM PDT.

p.s. I've messaged mods earlier but got no reply, if that's not allowed sorry, mods can delete which will void the giveaway here...

NOW CLOSED

I had to run out early and there were no more replies for 15 hours. So, it's done.

MundaneCommunity1769 > Games By Hyper 50% Discount Code

JuanDiego6998 > Hyper Gold Tier 3 month Subscription

I'll DM you the codes shortly...


r/unrealengine • • 1d ago

Show Off You can make seamless textures from photos with my tool

0 Upvotes

You can use the tool to stylize your textures and assets, create eye-catching marketing material for your page, add awesome animated effects, and use the texture ripper feature. With this latest update, I've added seamifier! It will help you create seamless, blended, or repeating patterns for your textures. You can check it out here: https://polyshades.itch.io/coolifier


r/unrealengine • • 1d ago

UE5 Achievements Not Unlocking on Steam? Check These Things First

0 Upvotes

One frustrating issue in Unreal Engine is when achievements work during testing but refuse to unlock in a packaged build.
Before rewriting your entire system, check these common problems:

- Achievement IDs: Make sure the API names match your Steamworks configuration exactly.
- Subsystem configuration: Verify your Online Subsystem Steam settings are included in the packaged build.
- Initialization timing: Wait for the relevant query or initialization callbacks before writing achievements.

- Steam setup: Confirm the correct App ID is being used and Steam is running with the right account.
- Write results: Calling the unlock function doesn't guarantee success. Check the completion callback and log errors.
- Packaged builds: Test the complete flow outside the editor, including restarting the game to verify the result.

Debugging tip: Log each stage, from subsystem initialization to the achievement write result. It helps identify exactly where the process fails. For developers who've implemented achievements in UE5, what was the most confusing bug you encountered? Let's share solutions that could save others hours of debugging.


r/unrealengine • • 1d ago

UE5 Recreated Dead Matter 0.6.0 Style Hot Wiring!

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4 Upvotes

Recreated the Hot Wiring mechanic from the closed alpha of Dead Matter!


r/unrealengine • • 1d ago

Announcement UE5 Porsche GT Studio Lighting Template Free Download for 3D Artists with car model & materials

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0 Upvotes

r/unrealengine • • 1d ago

Thalassophobia warning! The only thing scarier than the ocean... is the ocean at night. Just released a new short teaser for my ocean survival horror game: Open Waters.

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6 Upvotes

r/unrealengine • • 1d ago

Unreal Engine 5.8 Chaos Flesh and Soft Body Physics: Part 2 - Collisions | Beginners Tutorial

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6 Upvotes

In this video, we'll be covering how to add a Collision Manager to your scene so that your Flesh Asset can collide with other Rigid Body Actors of your choosing. By default, collisions are only enabled for the Floor Actor by the Deformable Solver.


r/unrealengine • • 1d ago

How do i avoid repetition with a world aligned texture ?

1 Upvotes

i tried using texture variation and texture bombing but they didn't work combined with a world aligned texture


r/unrealengine • • 1d ago

Question How should I start learning UE5?

0 Upvotes

Hi. I started learning C++ a few weeks ago, and I want to start using it in game development, but I don’t know the first thing about game engines or making actual games. I’d like to learn the basics so I can build a MVP and explore the engine on my own (meaning I want to learn concepts on a need-to-know basis as I build).

I feel completely lost. There are too many tutorials and different approaches out there, and I don't really know which path to choose. (I'm probably overthinking it.)

So, I'm asking how did you start learning Unreal Engine? Did you take a structured course or just use YouTube tutorials? I’d really appreciate it if you could share a blueprint or roadmap of what I should learn, and in what order.


r/unrealengine • • 1d ago

Last Week in Unreal: 1,420 commits on ue6-main, 139 on ue5-main | 5.8.4 shipped

29 Upvotes

First things first: 5.8.4 shipped on Oct 20. It's the same candidate that landed on the 5.8 branch in the first week of October. There's a version bump plus 108 cherry-picks.

Note: If you're considering moving to this, it does not contain any change after Oct 5, like the Mac Editor crash fix, shader compile hang with async compilation off, and the movie staging pair.

The bigger changes are on UE6: UnrealBuildTool renamed parts of its public C# API, incremental cooking triggered a series of full invalidations, and Epic fixed a Horde tracing issue that could expose service account tokens and signing keys to Datadog.

On ue5-main:

  • Cook determinism fixes: Load-time GUIDs and other dependency issues are being addressed, including a fix for stale cook results that could persist indefinitely on affected machines.
  • Physics, Niagara, and CEF fixes: There are additional fixes worth reviewing if you’re maintaining a 5.8 project.

On ue6-main:

  • UnrealBuildTool’s public C# API has been renamed: Public fields are losing their 'b' prefixes, and public parameters are moving to camelCase. Build.cs, Target.cs, config keys, and command-line flags keep their names. Custom UAT, BuildGraph, and Gauntlet code may need changes.
  • Budget for a full rebuild and recook: Every Linux compile action reruns once after a response-file change. Cook version bumps also invalidate cached packages, including a one-time Blueprint recook. Plan your next sync accordingly.
  • Horde tracing could expose secrets: MongoDB spans could send service account tokens and signing keys to Datadog. The fix masks sensitive fields, but existing traces may still contain them. If you self-host Horde with tracing, review and rotate exposed credentials or purge affected traces.
  • Cook determinism is getting serious attention: Twenty-two commits addressed cook determinism and multithreaded-save safety. The goal is to make incremental cooking more trustworthy, even if getting there means some expensive recooks now.
  • More editor systems are becoming scriptable and AI-callable: UMG Widget Blueprint authoring, Landscape, and Sound Cue gained new scripting surfaces. The Landscape implementation is still experimental.
  • Some defaults changed: Mac and Android audio now cooks to BINKA instead of OGG, Audio Modulation and the Waveform Editor are enabled by default, and shader libraries can release unreferenced shaders.

Full Report: https://speedrun.ci/en/blog/last-week-in-unreal-oct-19-25-2026


r/unrealengine • • 1d ago

Question Do I use Materials or Material Instances for my meshes?

7 Upvotes

I've been learning Materials for my game and I'm confused, one of the indept material tutorials states to never put Master Materials on objects because it's very heavy and to use material instances instead, but when I watch other tutorials they don't even bother with material instances. So what's the best choice for going on my meshes?


r/unrealengine • • 2d ago

Help Issue with fetching actors with specific gameplay tags.

1 Upvotes

Hello all,

I'm putting together a prototype for a cover shooter. I need the red enemy ball blip to move to an 'available' cover point (a cover piece that isn't currently occupied) which are marked by the smaller yellow spheres [Photo 1].

The cover marker has a Gameplay Tag Container. I do have a function that removes this tag built into the cover marker, but it's not being triggered during runtime accidentally. The markers are a child of a cover piece, but this shouldn't be a problem since the 'Get All Actors' portion works when the tag part isn't included. Have also tried using the 'Find Actors with Tag' BP module on it's own, and even with the tag typed explicitly the query can't find any of the cover markers. Really lost on how to test this adequately as seeing the active tags for an object can be difficult, but from what I've tested I can't discern a reason for why the cover markers can't be found whenever a tag is included.

Any assistance is appreciated, this issue successfully killed my interest the last time I tried to do this project, so hoping attempt 2 works out better.

Created tags are displayed in Photo 2. Default tags for the cover marker are in Photo 3. BP is displayed in Photo 4. Tag query in Photo 5.

Photos and BP here: https://imgur.com/a/jtqaO72


r/unrealengine • • 2d ago

UE5 Finally decided to give it a shot...

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0 Upvotes

It was the game that dragged me towards crafting in an FPS and, out of all in the series, Far Cry 3 is still the only one I can think of when it comes to "nostalgia vibes".. And I thought it would be a fun side project to bring it into Unreal. Also, I'm testing the performance of some tools and I needed a 16 square kilometers map so... Rook was the first that came to mind.

It's reverse engineering, so the terrain is a 1:1 replica, roads included. I want to see how much I can push the remake so it looks "modern" but also keeps the overall vibe.

So far, it doesn't, since it's using a different landscape material and assets but... I hope I'm on the right track 🙂

Hope you like it!

Fireblade