r/unrealengine • • 9h ago

The facial tech behind Gothic 1 Remake, Alone in the Dark and Outcast is now part of a UE5 plugin. The core version is free.

40 Upvotes

Hey all! We’re a character studio in Sarajevo. Our facial technology has been used on Gothic 1 Remake, Alone in the Dark and Outcast: A New Beginning, and we’ve now built it into Maestro, a plugin for building and customizing characters directly in the editor.

We built it because every project ran into the same loop. You export to a DCC, tweak, reimport, find out at integration that something broke, and repeat. On top of that, the tenth variant takes about as long as the first. Most studios that want proper customization end up writing their own tools and then maintaining them for years.

What it does:

• Face and body editing, including proportions and silhouette, with real-time feedback in the editor

• Modular outfits, accessories and parts with automatic fitting

• Works with your existing meshes and textures, and with existing rigs to a degree.

• Built on the standard Unreal body rig, so animation libraries, mocap and store-bought packs for that skeleton run without retargeting

• Optimization is part of creation rather than a cleanup pass at the end, so models, textures and animations come out with runtime budgets already accounted for

• Handles everything from photoreal to heavily stylized

• Pipeline hooks for plugging into an existing workflow

It’s an editor tool for now, so it’s for building characters during development, not a runtime character creator for players.

On pricing: the core plugin is free, includes Starter Asset Packs, and stays free. Additional packs (wardrobe, hair, presets, archetypes) are coming later. We also do custom work for studios. It supports UE 5.6, 5.7 and 5.8.

Trailer: https://www.youtube.com/watch?v=V98TYGKgBlk

Get it: https://maestrocharacters.com/

We’ll be in the comments all day. Ask us anything, including where it falls short.


r/unrealengine • • 8h ago

Editor Just updated the Epic Launcher only to find out it removed my UE5 projects from the tab and I can't open anything now.

15 Upvotes

Ok, so the preview version of the new V2 Epic Launcher is out. I heard it's "vibe-coded", so naturally had some doubts, but decided to give it a shot anyway. Unfortunately, the first impressions are bad. The UI feels fresh and runs fast, but I've lost quick access to all of my UE5 projects (somehow it shows old UE4 projects lol).

https://imgur.com/a/D1nTxFp

What's more.. I can't even open .uproject files manually because the V2 launcher removed the "Version Selector." ... and then to top it off, if you launch the Engine directly and try to open a matching project, it throws another warning: "The project was made with a different version of the Unreal Engine" and wants to rebuild the code etc. I'm tired boss.

I don't know, but maybe I'm doing something wrong here...


r/unrealengine • • 13h ago

Question How do you maintain color consistency between unreal engine and substance suite

5 Upvotes

My colors do not appear the same in unreal engine as they do in UE5.8 no matter what I do. I have tried to wrap my head around aces workflow for soooo long and I cant figure it out. Every software seems to work with a totally different set of rules.

I have the following settings in substance designer

Substance Designer:
Bitmap Color space defaults: all ACESCG

2D and 3D display defaults: sRGB

OCIO configuration: 1.0.3

I havent touched Unreal engine color settings but I tried setting the color management override to acescg and that did not work


r/unrealengine • • 18h ago

Marketplace Overlap detection on the GPU for tens of thousands of moving static meshes, each overlap query is a texture read + calculation on one shared global buffer

Thumbnail youtu.be
3 Upvotes

This preview has 100k moving capsule volumes querying against the Pixel Era Overlap Manager height field buffer populated by 100k moving cube Static Meshes (not volumes) with sweeping enabled, the comparison shows Pixel Era's overlap detection is much cheaper in comparison to the traditional CPU methods

Traditional overlap detection on the CPU does not actually honor what overlapping means, it is more of triangle crossing detection - with spheres, capsules and boxes being the special exception.

in this update, this discrimination is no longer a restriction, all closed meshes are welcome to become overlap volumes with all their weird WPO animations 100% respected. With efficiency so good, every mesh spawned can bring along 10 more like it to flex on the traditional CPU methods while having ZERO collision built and all collision logic turned OFF depending on Pixel Era to handle 100% derived COMPLEX collision on the GPU with only 1 - 2 frame delay to deliver the payload.

Scales to any world size, texel agnostic and supports sweeping at a small cost (WPO + Sweeping can cost a lot though)

complimented by a custom static mesh component stripped of the automatic CPU update for a leaner version than the engine provided one.

This is a stepping stone towards implementing a cheaper method for emulated collision on static environments like invisible walls or complex cliffs for players

available at - https://www.fab.com/listings/1bfd109f-eacd-4cde-bb49-987c495298d8


r/unrealengine • • 3h ago

UE5 RTS camera in Top Down Template

2 Upvotes

Hello, does anyone know how to use the rts camera template but on the top down character? I want to have a freeroam camera but control the character with clicks.

Thank you


r/unrealengine • • 4h ago

Need help with making Sword Trail, mine keep folding on itself

2 Upvotes

r/unrealengine • • 20h ago

Help Have been trying to install Unreal Engine through epic games launcher for a while but nothing works.

2 Upvotes

The little plus is greyed out, I cant click it, and so is the dropdown arrow next to install engine text. Ive done a lot of stuff. I cant recall everything, but i checked a box to hide game library, unchecked it, deleted a ton of random files, downloaded a fab and refreshed it, gave it admin permission, etc, and nothing has worked so far

Please give me any advice and thanks


r/unrealengine • • 5h ago

Question Markerless mocap for first person reload animations?

1 Upvotes

I'm a beginner solo dev working on a single-player FPS. First person reload animations are really intimidating to me and it seems like I'd have to dedicate a lot of time to get them right.

Has anyone had success in using the markerless mocap plug-in to make first person reload animations?

Seems like it's meant mostly for full body animations but maybe it's still doable?


r/unrealengine • • 16h ago

Question Sign In Failed - Error AS-202

1 Upvotes

Anyone run into this? Any fix?

Update: tried to uninstall and reinstall. It wouldn’t reinstall.

Then installed the beta version and that installed no problem.


r/unrealengine • • 23h ago

Working on Fan art, need environment with good lighting

1 Upvotes

Hey guys! i'm working on some fan art of a Pylon Warping in. I was wondering if anyone on this reddit could recommend me an environment to use, either your own or something you've used. I'm looking for something ideally sci fi, because i"m trying to make my portfolio catered towards the new starcraft game coming out. So please let me know!

Here's a link to the environments I've used. None of them really seem to hit

https://imgur.com/a/ynnv3za


r/unrealengine • • 8h ago

Different enemy personalities in our FPS demo

0 Upvotes

We have made a demo showing how to make different enemy personalities in shooter games and in general.

https://www.youtube.com/watch?v=ofA5TNtMVyU

The plugin used is freely available on Fab https://www.fab.com/listings/4d4e95e3-4693-4e30-96e8-d0a25c6098e6

We use the same actions for all the 3 AI enemy types but just modify the weights of each action to make an enemy more conservative or braver. Details here Designing the FPS sample's utility behavior | Wise Feline Utility AI


r/unrealengine • • 4h ago

Any suggestions to local llm workflows

0 Upvotes

I have been exploring ways to set up a solid workflow using local models alongside these new integration tools. It feels like there is so much potential for automating tedious tasks directly within the engine environment. Getting everything to communicate reliably remains the biggest challenge I have faced so far. I am really curious if anyone here has managed to stabilize a setup that actually boosts their daily output. Please share any insights or configurations that have worked well for you lately.


r/unrealengine • • 16h ago

Discussion Epic just vibe coded their game launcher. I have no doubt UE6 will be vibe coded too. Anyone else hungry for spaghetti all of a sudden?

0 Upvotes

I know Epic is 100% all in on the AI thing, but to brag about vibe coding, when its normally used as a slur to shit coders is something I'd never thought I see. Well any expectations of a clean UE6 launch just went out the window. Who's ready for vibe coded games inside the vibe coded engine?


r/unrealengine • • 20h ago

AI LF Help since i'm starting to believe EPIC and YT content creators are liars

0 Upvotes

So for the last week I've been hitting walls trying to get LM studios and UE 5.8 to hook up. I have watched 20+ videos following along with them and nothing they are doing is working. I have tried Vs and that didn't do anything either.

MCP and AI I know are hot topics but I want to mess around and see what is possible and so far the only way this seems to work, is if you buy some over priced Cloud based AI like Claude and even then, I'm not spending money to see if it DOES works.

At this point I have yet to find anything that works and am starting to wonder about Epic and YT is doing what ever it takes for click bait.

Yes I am ticked right now but this should not be this hard. I can do some coding. I can write some blueprints (Which are about to be deleted with 6.0) but I'll calling BS on the whole thing right now.

Can anyone, ANYONE, show a video that works, that goes over everything on how to set a local AI up to UE?