r/UnrealEngine5 • • Jan 10 '25

Discussion Suggestions!

36 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 • • 12h ago

Wall Clipping Prevention

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82 Upvotes

As part of version 1.1 of the OG Realistic Combat System, among other fixes, Wall Clipping prevention has been introduced.

I would appreciate any feedback! Check it out here: https://www.fab.com/listings/77fc9c6c-c2d8-4b50-a548-8e85aa5a4a20

EDIT: I added weapon wall collision prevention now too for the next update.


r/UnrealEngine5 • • 2h ago

Same scene, 2 years apart. What do you think of my improvement?

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11 Upvotes

The first picture is how the scene looks now. the second picture is how it looked when i first made it almost 2 years ago. the games called TERRORSTORM: Ground Zero, a FPS Survival-Horror with Soulslike-inspired combat. You can see the original announcement trailer here: https://store.steampowered.com/app/4419700/TERRORSTORM_Ground_Zero/


r/UnrealEngine5 • • 15h ago

I published my post-process from our award-winning graduation project

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69 Upvotes

Hey there!

For the past 8 months, I developed the stylized post-process pipeline for our master's degree graduation game, Projet Brouillon (which won the Jury Prize at Indie Game Nation 2026).

Once the game wrapped, I didn't want to let the tech gather dust on a hard drive. I spent the last few weeks cleaning up the architecture, taming Lumen's dynamic bounces, and packaging it into a modular, plug-and-play framework called Ink & Tone.

It comes with 4 dedicated shaders:

  • Curve-Based Cel-Shading
  • World-Space Triplanar Hatching
  • Dual Sobel Outlines
  • Stylized Distance Fog

... aswell as being 100% dynamic, and coming with 16 presets, 2 showcase maps, and an 18-page technical documentation breakdown.

It just went live on Fab if you want to check it out: https://www.fab.com/listings/7a2e6cb0-c4e2-402a-a3e4-0b6a8f4f47be

Full 10-minute technical walkthrough on YouTube: https://youtu.be/4iFh681xfu4

Lemme know what you think, and feel free to share your thoughts!


r/UnrealEngine5 • • 11h ago

Making My Own RC Crawling Game [Solo Dev]

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32 Upvotes

Hey everyone!

Here’s the first look at My Tiny Backyard an RC crawling game I’ve been working on!

I’ll be sharing development updates on YouTube and Discord, so follow me there to see the game grow!

More soon!

YouTube: My Tiny Backyard - YouTube
Discord Server: https://discord.gg/VKtKqAdArm


r/UnrealEngine5 • • 13h ago

Working on an Indie game

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42 Upvotes

Hey everyone! Just wanted to share something I’ve been working on.
It’s a psychological folk-horror game based on Kerala’s culture and folklore. I’m currently exploring the atmosphere and visuals in-engine, and pre-production is almost wrapped up, with the story, gameplay loop, and overall design direction coming together.
The working title right now is BHRAHMAM. The interesting thing about the name is that Bhramam means delusion or madness, while Brahmam refers to the ultimate reality or cosmic spirit of the universe. I really like that contrast, and it ties into the themes I’m exploring.
The story follows a young boy and touches on trauma, guilt, and how a fragile mind tries to process things it can’t fully understand.
Still a lot to figure out, but I’m excited to finally start bringing this to life!
Also, that flashing moon wasn’t intentional, haha, but it looks pretty atmospheric. Would love to hear what you guys think!


r/UnrealEngine5 • • 6h ago

Free Asset Packs!

10 Upvotes

Hey guys, I bought a Humble Bundle pack and I already have some of the items inside so I wanted to share them with you. Hope you have a good use for them!

Link to pack: https://www.humblebundle.com/software/premium-assets-unreal-game-dev-collection-software?

3ANES-DXY32-5TCLQ-83RX9 - Retro Sci-Fi Research Cabin Environment

34RJ5-TN3DJ-TEKTY-29QNM - Stylized Slashes Vol.2 - Niagara

3N37Y-6VZ85-7Y3HK-7HCD7 - Volcano Land

Stylized Japanese street - 3TVKS-53Q5T-VV3Z8-LT83J

2KNUA-G5TCV-AR98C-YQSSL - Container Disctrict Environment

2N3QK-9BUE3-52JNP-LBU6X - Ancient Desert Ruins Environment

Alien Planets Environment -3AC44-CFZJX-2Q2DL-RGVHL

32MA6-5ZWKA-JA34N-8X9AX - Orbital Base Environment

Please share them!


r/UnrealEngine5 • • 5h ago

Unreal packs giveaway (free)

6 Upvotes

Want a pack? I'll give them for free if someone need them.

Just tell me what would you like, in order of preference, between:

- Western Desert Town

- Abandoned Lighthouse Island

- Abandoned Cathedral

- Dungeon Builder

All codes should work, but some could be too old so I can’t garantee. I'll send in private so nobody will steal them :)

(And I'll send only one to leave at least one for others Redditors here)


r/UnrealEngine5 • • 10h ago

My Unreal Engine 5 game is out on Steam! What do you think?

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8 Upvotes

r/UnrealEngine5 • • 18h ago

I wanted the forest in Locked In: The Ward to feel unsettling even before the first scare.

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28 Upvotes

A short gameplay clip from Locked In: The Ward, my solo-developed psychological horror game in Unreal Engine 5.

I've been experimenting with rain, ambient audio, and pacing to build tension during the forest section.


r/UnrealEngine5 • • 11h ago

MARAUDER-S - new update video / teaser

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4 Upvotes

Hi Devs and Gamers,

I have a great update for my hobby project. More building types to destroy, optimizations, level update, etc.

Check out the update details, previous videos and posts:

MARAUDER-S Windows game - IndieDB

MARAUDER-S - YouTube

Tell me what you think!


r/UnrealEngine5 • • 13h ago

Fixin fuses

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6 Upvotes

The Brave Fee


r/UnrealEngine5 • • 10h ago

MayaMetaBridge - Maya to Cascadeur Live Link Animation

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3 Upvotes

r/UnrealEngine5 • • 10h ago

Spent today making my horror game’s settings menu feel right on a controller

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4 Upvotes

Not the scariest part of making a horror game, but someone has to do it. Today was all about controller navigation, scrolling, sliders, and those tiny UI sounds. Small details, but it finally feels much better to use.

Look Again: The Anomaly Assessment is now on Steam. Wishlist it if it looks like your kind of weird:

https://store.steampowered.com/app/5331480/Look_Again_The_Anomaly_Assessment/


r/UnrealEngine5 • • 9h ago

Jeans & T-shirt | Resizable MetaHuman Outfit

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2 Upvotes

r/UnrealEngine5 • • 5h ago

Cannot see C++ content

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1 Upvotes

r/UnrealEngine5 • • 10h ago

Cleaning Mechanics in Multiplayer

2 Upvotes

Hey all, I've been spinning my wheels on this idea for a few weeks and I can't figure out how to accomplish what I want.

I really want to have a blobby, ooze-like substance that the player cleans up and I can measure how much is clean. The game is multiplayer, so I'm taking that into account.

At first, I tried render targets, and I was able to get that replicated somewhat well in a crazy, hair brained system that was way too complicated. The problem is that it only worked on plane because I was working with UV collisions and transferring those to a render target. So I'm kind of scrapping this idea since I can't make it visually look the way I wanted.

Any ideas of how I could do this? I know this is extremely complicated, just honestly looking to spitball some ideas.

Also, no AI please. I'm not vibe coding this. I need genuine answers, not what GPT or Grok thinks will work.

Thanks everyone!


r/UnrealEngine5 • • 15h ago

[For Hire] 3D Artist, Hard Surface Props & Environment Kits

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3 Upvotes

Hey everyone! I am a 3D Artist specializing in hard surface props, modular environment kits, and stylized/realistic assets. Open for commissions.

Software: Blender, ZBrush, Substance Painter, Marmoset Toolbag, Marvelous Designer, Photoshop/Affinity Designer

What I can do:

  • Realistic hard surface & organic modeling
  • Modular environment kits
  • Game-ready optimization (mobile/VR friendly)
  • Stylized or low-poly assets
  • Basic rigging & animation

Why work with me:

  • On-time delivery without any compromises
  • Clear communication, iterative feedback process
  • Flexible pricing for indie teams and solo devs

Pricing: Project-based rates. Feel free to send me a DM to discuss your project and needs!

Portfolio: https://www.artstation.com/mo-shoura

Contact: Feel free to reach out on Reddit, Discord or via Email!

Email: [mhdshora08@gmail.com](mailto:mhdshora08@gmail.com)
Discord: mhd1__ (2 underscores at the end)


r/UnrealEngine5 • • 11h ago

Fantasy Village

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2 Upvotes

r/UnrealEngine5 • • 11h ago

I built a 1-click plugin to export MetaHumans with 52 ARKit blendshapes (and working teeth) because I couldn't find a solution anywhere

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2 Upvotes

Hey everyone,

I’m currently working on a real-time conversational AI avatar project. For this to work, I needed MetaHuman heads with the standard 52 Apple ARKit blendshapes so the mouth and face can animate smoothly in real time.

If you’ve ever tried exporting a MetaHuman from Unreal Engine, you probably know the frustration: the skin, eyes, and teeth are all fused into one mesh, hair and beards aren’t exported at all, and the teeth stay shut when the mouth opens.

I searched everywhere for a simple, affordable tool that just exports MetaHumans with working blendshapes, but couldn't find anything. Manually adjusting the rigs and sculpting 52 blendshapes by hand for every character was not an option for me.

So I decided to build an Unreal Engine plugin myself. After a lot of trial and error, it's finally working. With one click, it exports the head into a clean FBX file:

- Head, eyes, teeth, eyelashes, and beard are cleanly separated

- The teeth actually open naturally with the jaw

- Beards and hair are included and move with facial expressions

- All 52 standard Apple ARKit blendshapes are ready to use

- Textures are exported automatically

I packaged it into an Unreal plugin called FaceForge 52 (supporting UE 5.7 & 5.8). I put together a full video tutorial showing the export process and testing it in Blender:

YouTube Tutorial & Demo: https://www.youtube.com/watch?v=hnydqQhIfZ4

Hope this helps anyone who has been struggling with the same MetaHuman export issues. Let me know what you think or if you have any questions!


r/UnrealEngine5 • • 12h ago

We're working on animations for the tentacles that will destroy buildings in our city-building strategy game on water

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2 Upvotes

In our city-building game Drownlight the tentacles of a mysterious monster can interact with the game world in different ways. For example, they can steal floating objects, but if a tentacle tries to grab a mine, it will blow up.


r/UnrealEngine5 • • 1d ago

We wanted to put a massive amount of characters in our game without melting our PCs. Here is a quick guide on how we did it.

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264 Upvotes

As the title says, we needed a way to spawn huge crowds without destroying our frame rate.

I put together this short video breakdown showing our workflow using Vertex Animation Textures (VAT).

Hopefully, this helps anyone who isn't familiar with this kind of optimization technique yet!


r/UnrealEngine5 • • 10h ago

UE5.7: How do I stop my grass from disappearing at a distance?

0 Upvotes

I'm using a Kikuyu grass pack downloaded from Megascans in Unreal Engine 5.7, placed using the Foliage Fill tool.

The grass disappears in the background as I move the camera away, and I want it to remain visible throughout the entire scene. I've already disabled distance culling and Nanite, but the problem persists.

I need the grass to remain visible everywhere so I can record cinematic videos of an architectural project without the grass disappearing and ruining my shots.

Has anyone encountered this issue and found a solution?


r/UnrealEngine5 • • 1d ago

Nanite?

15 Upvotes

I'm a new dev and its very confusing because it seems that half the people online say nanite is a sin to performance and by enabling it you are going to be bricking your game for anyone not on a 50 series card. Some people also say that it is the key to the future and within a year or two it will be more optimized than traditional rendering.

So I am just wanting to know if it is worth using nanite or if I should just stick with traditional rendering.


r/UnrealEngine5 • • 10h ago

Creature that I made for an Roblox Game (Commission)

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0 Upvotes