r/unrealengine • • 3h ago

Question Survey: the hardest UE5 multiplayer / GAS problem you hit in the last 90 days (2 min)

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4 Upvotes

I'm collecting real-world cases (desync, prediction, GAS in multiplayer, dedicated servers, performance) to see which ones cost teams the most time. All questions are optional and anonymous unless you choose to leave contact details. I'll post an aggregated summary here in about 3 weeks.

https://www.reignancestudios.com/survey?src=reddit-unrealengine

Disclosure: I run a UE engineering studio; nothing is sold in the survey.


r/unrealengine • • 15h ago

Show Off 80 km on foot to capture Barcelona in Unreal Engine? We tried!

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23 Upvotes

About 20,000 m² of Catalonia: Plaça Reial surrounded by narrow streets, architecture, local spots, and landmarks. Props, foliage, sounds recorded right on location, and 3 dynamic lighting scenarios (Day, Sunset, and Overcast/Rain). Enjoy!


r/unrealengine • • 1h ago

Modular control rig: legs "frozen"

• Upvotes

I'm having a hard time fixing this issue. Here's the whole description: So I have a level sequence. In that sequence I have my character with it's own modular control rig. It is set to "layered", the body mesh is animated (animations in the sequencer). In the editor: Everything works perfectly. This issue is ONLY present in the packaged game where the sequence starts.. the player performs his animation but the lower part of the body is frozen. (the legs won't move and remain frozen in the base pose). In the modular control rig asset: everything works perfectly.


r/unrealengine • • 1d 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.

57 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 • • 1d 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.

33 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 • • 15h ago

Discussion I think I've been leaning too much on procedural

5 Upvotes

I always seem to program my games, for better or worse, in a procedural sense instead of "hardcoding" set pieces in the level.

I always leave room for "what if" down the line and wayyyy over produce my blueprints and such so that they can build themselves given a bunch of information i feed it when i finally decide to choose.

This obviously has its advantages but also comes at a huge time and ,potentionally, performance cost for not much gain when something should just be decided on and implemented.

Whether it be setting an actor's Static Mesh and Material or making the Landscape and Foliage build itself around actors instead of just making a choice.

TLDR: make choices now, stop building your systems to accept all of the "what ifs".


r/unrealengine • • 20h ago

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

3 Upvotes

r/unrealengine • • 19h 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 • • 21h ago

Question Markerless mocap for first person reload animations?

3 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 • • 1d 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 • • 1d 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 • • 2d ago

Our game is made 99% using blueprints. It's a shame that BPs will be deprecated in the future. The system made it possible for 3 art-minded people to make a game.

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133 Upvotes

r/unrealengine • • 1d ago

UnrealVersionSelector.exe has gone with new Epic Games Launcher

19 Upvotes

I have different projects with different engine versions. I downloaded new launcher. Now I can't open my unreal projects via uproject files. Because old launcher has "UnrealVersionSelector.exe" that automatically finds your engine version and open with it. Now I must select every project's engine location manually. I scanned all of my engine versions and they showing in my launcher but still I can't open my project with the selector. Is there any solution?


r/unrealengine • • 1d 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

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4 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 • • 20h 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 • • 1d 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 • • 1d 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 • • 1d ago

Is It Possible (Or Even a Good Idea) To Make Comics Using Unreal Engine?

7 Upvotes

What I mean by that of course is creating the environments, the lighting, the pose(s) and the shot composition and then putting a post-proccessing cel shader, before rendering that as a screenshot for a panel in a comic (probably with added effects drawn afterwards). Is it possible to make comics under that sequence and is it even a good idea, because while you can use Unreal Engine as a filmmaker, as a comic artist, I feel like the rules might change significantly. I just want to know from people that have a lot of experience using Unreal Engine.


r/unrealengine • • 1d ago

Help UE5: Gameplay Camera System Possess Pawn

3 Upvotes

Anyone know how to recreate the Final Fantasy 7 Remake/ Rebirth character switch transition camera? I want the transition to be smooth similar to the gif I posted below in my reply.


r/unrealengine • • 1d ago

I made 26 stylized farm buildings for Unreal Engine! 🌾

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6 Upvotes

Hey everyone!

I've been working on a set of low-poly farm buildings and wanted to share how they turned out in Unreal Engine!

There are 26 models in total, including barns, stables, windmills, silos, and a few other farm structures.

Most buildings have Level 1 and 2 versions, and some also have enterable interiors and separate moving parts like doors and gates.

This is part of a series of stylized asset packs I've been making for indie devs, trying to keep a consistent art style across all of them.

The pack is available on Fab if anyone wants to check it out: Stylized Farm Buildings

Let me know what you think! :)


r/unrealengine • • 1d 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 • • 2d ago

[For Hire] Unreal Engine Developer & 3D Artist | Blueprints, Multiplayer & Game Characters

5 Upvotes

Hi everyone! I’m Vojin, an Unreal Engine developer and 3D artist based in Malta, available for freelance work.

I have over four years of professional experience across game development, VR, and virtual production. Blueprint development is one of my strongest skills, and I’m comfortable building gameplay systems from initial prototypes through to polished, functional features.

I can help with:

Blueprint programming: gameplay mechanics, interaction systems, UI functionality, and game logic.

Multiplayer systems: replicated gameplay, networked interactions, and physics-based mechanics.

3D characters for games: modeling, sculpting, UV mapping, PBR texturing, and real-time optimization.

Environments and props: asset creation, scene assembly, lighting, and optimization.

VR and virtual production: creating and preparing real-time experiences in Unreal Engine.

I’m currently developing my own multiplayer co-op horror game, featuring physics-based interactions, shared tools, enemies, and a revival system involving detachable heads and bodies. My other experience includes three VR games, programming a card game’s core systems, and virtual production work for GO Malta and Love Island Malta.

Portfolio: vojinsportfolio.webflow.io

Feel free to DM me with your project details, timeline, and budget. I’m open to both smaller tasks and ongoing collaborations.


r/unrealengine • • 1d ago

Discussion Are structs similar to scriptableObjects in Unity?

1 Upvotes

I have been using structs a few times recently to make a instances having a set of variables. Similar to a card in a card game that has a name, costs and a description. Are scriptableObjects from Unity the same or similar?


r/unrealengine • • 2d ago

UE5 I've been maintaining a UE 5.8 fork for D3D12 / deferred / classic shadows: hardware tessellation is back, UE6 backports, RE:Dox and more. Sharing in case it's useful to anyone

84 Upvotes

Hi all,

For a while I've been working on Unreal Engine X, my fork based of Unreal Engine 5.8. I built it for my own project, but some of it might help others, so I'm sharing it. It's now merged with Epic's 5.8.3 release.

The fork stays fully compatible with regular UE 5.8 projects: nothing is switched off by default. What it adds is the ability to switch UE5 systems off properly. In stock UE 5.8, disabling a feature such as Nanite, Lumen or Virtual Shadow Maps still leaves leftovers running and using resources. This fork lets you remove them fully when you don't need them. My own projects use it to move the engine close to a legacy baseline (Win64, D3D12, Shader Model 6, deferred lighting, classic cascaded shadows), so most of the new work targets that pipeline.

New features

Hardware tessellation (hull/domain shaders): UE5 removed it. This brings it back, ported from the UE 4.21 GameWorks branch I have on my drive. It works on static meshes, instanced meshes and landscape, and drives UE5's material Displacement input. Includes Flat and PN Triangles, crack-free displacement across hard edges and UV seams, a Tessellation Multiplier material node, displacement fade, and tessellated depth, velocity and shadows. Requires D3D12 with Nanite disabled for the project.

Directional shadow filtering:

  • DPCF from Treyarch's Shadows of Cold War talk (GDC 2021): contact-hardening soft shadows from the same PCF samples, with no blocker search.
  • PCSS: soft shadows with world-space size controls.
  • PCSS Cone: an HDRP-style variant.

GT7 tonemapper: Polyphony's Gran Turismo 7 tonemapper, selectable next to Filmic and ACES.

Hashed alpha testing per material, for stable masked foliage under TAA/TSR.

Bayer LOD dithering: ordered 2x2 / 4x4 patterns for dithered LOD transitions.

UE5 + RE:Dox: Unreal Insights can stream a trace to RE:Dox (CAPCOM's structured-data engine for .NET), which writes a ~20k-token Markdown summary. It covers frame percentiles per phase, hitches with scope trees, GPU busy time per queue, and PSO misses with the material and pass that caused them. I made it so I could paste profiling data into an LLM.

Experimental (off by default)

Hybrid visibility buffer for foliage, with DOOM / Guerrilla-style async compute layouts. To be honest, in my RTX 3060 test scene it's still about 0.25 ms behind the default path, so it stays off by default. Needs way more profiling.

Spectral direct lighting: lights carry real emission spectra (measured lamps, blackbody, D65) while surfaces stay RGB.

UE6 backports

  • Cascaded shadow-depth reuse
  • Occlusion-history ID cache (no hashed lookup per primitive per frame)
  • D3D12 offline descriptor free lists as arrays
  • D3D12 PSO readiness published with acquire/release atomics
  • Vulkan descriptor-heap sampler stride fix and transient-resource callback fixes
  • Diaphragm DOF wave-reduction barrier fix
  • Chaos particle-array growth using allocator slack

Improvements

  • D3D12 / bindless: descriptor-copy coalescing, residency caching, deduplicated heap broadcasts, full sampler-descriptor hashing, configurable heap reserve.
  • VulkanRHI: moving to a Vulkan 1.3 baseline.
  • Render graph: optional live-pass cache.
  • Cascaded shadows: static caster LOD scale per cascade, small-caster culling, static CSM caching exposed to quality settings.
  • AMD FidelityFX SPD: the post-process downsample chain in one compute dispatch (5 passes became 1 in my capture).
  • FidelityFX radix sort: backend for GPU sorting.
  • meshoptimizer: as an alternative LOD reducer, with LOD screen sizes from projected pixel error.
  • Sky atmosphere: defaults from more accurate ARPC data.
  • Clustered Deferred: restored but not really usable as EPIC comment state low occupancy. Needs revision.
  • Configurable occlusion-query batching, and GBufferF skipped when anisotropic materials are off.

Integrated plugins

AMD Anti-Lag 2, TBImGui (Dear ImGui), UE5Coro (C++20 coroutines) and Box3D.

Links

Docs: https://unreal-engine-ace7bf.gitlab.io/docs/uex-getting-started

Source: https://github.com/mad-ben/UnrealEngine (like Epic's own repo, you need a GitHub account linked to Epic Games to see it)

RE:Dox: https://github.com/mad-ben/REDox

Demo build (800mb) with Unreal Engine X features & more: Demo GDrive

If any of it helps you, great. If you find bugs or have questions, especially about the tessellation port, I'm happy to help.


r/unrealengine • • 1d ago

Announcement USPF-Unreal Shader Proxy fix

0 Upvotes

Before anything a disclaimer : Ai tools has been used in the creation of this project.

Hello everyone, the last 2 weeks i have been working on a shader stutter fix for unreal engine games that does not require you to fully compile everything(or almost everything depending on small engine differences) like https://github.com/BlueHeisenberg/SCSKiller does.

This is not meant to be a competitor to the tool provided by BlueHeisenberg, its meant to be an alternative, i have also tried it and it does work well, but waiting so much time to compile absolutely everything is not something i like even if it does work(on a 5700x3d). My approach is better in some parts,worse in others.

I have built it specifically for unreal engine(since this engine is the most problematic and widely known for shader stutter issues) but it should work in other engines too but i cannot fully confirm that it will work flawlessly or not as some shader stutter fixes are a bit agressive and depending on your gpu vendor/driver/engine it may behave a bit differently such as a crashes/visual glitches.

I myself on my 4060 have not experienced any of these in the games i have tested (screenshots on github with some testing data) with the exception fo Stalker 2 which does seem to have some graphical glitches regarding its shadows that self fix if you wait a bit for the shaders to compile properly.

The repo is here : https://github.com/RedMatterGG/USPF-Unreal-shader-proxy-fix

The main way the tool achives this is like this:

When a DX12 Unreal game meets a material it hasn't compiled yet, it compiles the pipeline on the spot and the frame freezes until it's done, often for 100 ms to several seconds. USPF installs a small `d3d12.dll` layer (d3d12async) next to the game: pipeline compiles go to background threads, and the game keeps rendering while they finish. A draw whose pipeline isn't ready yet is skipped for a frame or two instead of freezing the whole frame.

Or in simpler terms and easier to understand:

Before a game can draw something new, like a new enemy, effect or area, the graphics card needs a small program called a shader prepared for it. Many DX12 Unreal games prepare these at the last moment. The whole game waits until it’s done, which is the stutter you see: anywhere from a tenth of a second to several seconds.
USPF adds a small file, d3d12.dll, next to the game. When the game asks for a new shader, the work is moved to the background and the game keeps running. The new object may be missing for a frame or two until its shader is ready, but the game doesn’t freeze.

I have only tested in on my pc unfortunately and i do not know if the app itself may or may not have issues,if it does please tell me on here and i will do my best to fix it. As a backup i also provided the .ini file and the .dll for manual install on the github in case the app does not work properly.

I do not know if it has issues on amd/intel cards, in theory it should just work and also do not use this in online games, anti cheats may flag it as a malicious dll if the anticheat does let you launch the game with it i am not responsible for any bans issued, you have been warned.

If you do experience menu items initially missing just restart/load a save, i have disabled a startup check that helped a bit with faster compilation but had issued being properly detected and handled, i will investigate in getting it to work properly. ( change StartupCompileNormally to on and save to fix it as is or simply restart the game after the shader precomp is done but changin StartupCompileNormally to on may cause in some games when the shader precomp is done to not be properly handles and you will need to either wait a bit more until it auto disabled or you can disabled it yourself using the shortcut on the gui Ctrl+Shift+End)

And as a separate issue i have also looked into traversal stutter and using a similar approach but it seems that it is not possible without some heavy modifications to the engine/game using a mod/dll or patching the .exe directly, you cant just tell the game to wait for data the same way you can tell it to wait for shaders, "you can" but you risk way worse issues than just some graphical glitches.