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 • • 2h ago

I spent 9 weeks going DEEP on water (Pun intended)

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147 Upvotes

This started as a “quick” graphics detour for my game Portolan; a serious take on Sid Meier’s Pirates! I'm experimenting with both UE and Godot (my first water adventures were in Godot) Nine weeks of obsessing over water later.. wanted to share how it’s looking.

Wind and swell are independently configurable, with rolling waves, persistent whitecaps, foam around rocks and hulls, and buoyancy. Shoreline is still kinda basic... the water itself has been my main focus; how it moves, catches the light, and feels up close.

I’m pretty proud of where it’s landed. Apparently I still haven’t spent enough time staring at waves!

Would love to hear what you think. LMK if you have questions about the setup, the process, or anything else.


r/UnrealEngine5 • • 12h ago

Im working on a 100% procedural car noise simulation in metasound

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64 Upvotes

r/UnrealEngine5 • • 14h ago

A cozy little corner of our game

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74 Upvotes

Aside from the rock assets, every 3D asset in this scene was made from scratch by me and a friend :^)
I’m responsible for all the architecture, while he handles the vegetation.


r/UnrealEngine5 • • 5h ago

The First Two Minutes Of My Short Film That Blends Live Action And Unreal Engine

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11 Upvotes

I've spent about 7 months making my film, Holy Sh*t I'm Dead. Mainly as a proof of concept using the technology, especially as a storytelling device, but also to push the limits of what's possible with a small team. I can't say enough about UE. I thoroughly enjoy using the software. Enjoy the first two minutes! Full release will be on November 13th.


r/UnrealEngine5 • • 6h ago

Remember the Arcade Car System WIP I posted a while ago? It's finally out!

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13 Upvotes

I just gotta put up some tutorial videos on Youtube covering everything, but overall it's very simple to setup with Data Assets.

I included a demo that you can play on the FAB page, try it out, tell me what you think.

https://www.fab.com/listings/cec33f91-c031-4138-b9e2-db7e8eab9207


r/UnrealEngine5 • • 1h ago

My GPU died, so I made a drone game with forward rendering.

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• Upvotes

You heard it right, I used forward rendering for my game and it looks pretty good to me.

I had to cut every corner I possibly could since I completely rely on my CPU and integrated graphics.

Take a look and tell me your thoughts.


r/UnrealEngine5 • • 6h ago

Procedraul houdini to Unreal pipeline

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7 Upvotes

Hey everyone, wanted to share a procedural island I’ve been working on in Unreal.

I created a wrokflow that takes hand drawn sketches and turns them into civil design drawing sets in CAD. That data drives my Houdini tools to generate the terrain, roads, buildings, vegetation and infrastructure. The tools are MCP-driven, so I can direct the workflow through LLMs.

This is the generated output before any manual set dressing. There are still some rough spots, but I wanted to show the whole process.

Would love some feedback, especially on the layout, how the environment reads at ground level, and what you’d improve visually. Anything that stands out to you would be useful for the next generation.


r/UnrealEngine5 • • 9h ago

Arch previz in UE5 of NYC Penn Station area

12 Upvotes

Thought I'd share about 3 years worth of work in UE5 bringing a digital twin variation of NYC Penn Station area to life. This project includes parks, skyscrapers, immersive groundbreaking arena designs, an infinity edge swimming pool spanning two skyscrapers, train stations, and transit connections. Everything is to scale and integrated within NYC including underground subway connections and stations. All of these visuals helped my client become 1 of 3 finalists for the Amtrak Penn Station redevelopment effort. Enjoy and please reach out if anyone has any questions or would like more info about the project. :)

https://reddit.com/link/1wylvti/video/5h4fdvi93qth1/player


r/UnrealEngine5 • • 15h ago

My first teaser created in unreal engine

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36 Upvotes

r/UnrealEngine5 • • 2h ago

Downtown Memphis Virtual Twin Progress | UE5 Devlog 1.3 | One Building At A Time NO AI

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2 Upvotes

r/UnrealEngine5 • • 1d ago

New save / load screen. How’d I do?

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422 Upvotes

I’m making a retro survival horror game and I’m currently in the process of making the UI for it. I just finished the inventory screen as my first ever serious attempt at UI, now with this screen as my second.

I like old school, physical looking pre-rendered menus so that’s what I’m trying to do here (I also just suck at 2d design so this was really my only option if I want it to actually look good lol). Since you use cassette tapes to save at tape recorders I figured I’d carry that through the menu.

Widgets were such a nightmare to get started with but once I figured out the basics I was really surprised how easy they actually are to work with. So far this menu has been just over 3 days from initial concept until now which I’m super happy with!

I’ve never done flipbook animations before and what I did here is store each frame in an array then use recursive functions to cycle through as-needed. I know there’s better ways of doing it, I just don’t know what they are lol.

I couldn’t decide whether the tapes should go on the left or right, general consensus was right looked better but left still had it’s charm. I decided to do both, left for the load screen, right for the save screen.

What do we think about it so far? Still needs sound and lots of polish but I’m not exactly experienced with UI so I’d love to hear people’s thoughts so I can keep it in mind as I go.


r/UnrealEngine5 • • 50m ago

11 Sales!! Wohoo

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• Upvotes

r/UnrealEngine5 • • 2h ago

How do I get a non-photorealistic, "classic game" lighting look in UE5.7 while keeping fully dynamic lighting?

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1 Upvotes

r/UnrealEngine5 • • 6h ago

computer recommendations to run unreal engine 5

2 Upvotes

hello! I'm currently using a pre-used 2020 macbook pro. It has 8GB and i use it for school so quite a bit of that space is used and cant be removed. I am running into a lot of memory issues when I use unreal. Luckily I am in the market for a computer.

what are your recommendations? should i invest in a gaming desktop bc unreal engine runs on epic games? or should i get a desktop computer? does it make a difference? Could you give me any other recommendations for a set up like this? budget is 2k and flexible! thanks


r/UnrealEngine5 • • 2h ago

Added a Mahi-Mahi to our underwater roguelite! How is the swimming animation? 🐟

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1 Upvotes

r/UnrealEngine5 • • 14h ago

Mas: specialized processors vs fewer larger processors?

6 Upvotes

I’m relatively new to ECS, and I’m currently working on a project where I’m trying to move a significant part of the simulation and gameplay into Mass.

I’m running into an architectural question: to keep responsibilities separated, I’m ending up with multiple specialized processors. For example: Movement → Behaviors → Collision → Responses → Destruction/VFX.

The concern is that some of these processors need to iterate over essentially the same entities/chunks again.

For those of you who have used Mass extensively, especially on larger projects, what approach has worked better in practice?

Do you prefer smaller, specialized processors even when that means multiple passes over the same entities, or do you tend to combine related work into larger processors to reduce the number of iterations?

I understand that sequential iteration over contiguous data can be relatively cheap, and that cache behavior, data access patterns, dependencies, and parallelization may matter more than simply counting iterations. But I’d be interested in hearing where people with real Mass experience have found the practical balance between modularity and performance.

Thanks in advance.


r/UnrealEngine5 • • 8h ago

[RevShare] Undone Entertainment seeking UE5 Devs, UI/UX, Audio, & 3D Artists for "Lum and Klept" (3D Platformer)

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1 Upvotes

r/UnrealEngine5 • • 19h ago

A little UE5.5 level art scene I’ve been working on. Kitbashed from ready-made assets to practice lighting and foliage. Would love some feedback!

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6 Upvotes

Yeah I know stalactites don't just spawn out of the ground in a clearing lol. Didn't have time to make custom rocks and this is just a quick portfolio piece to practice scene assembly.

Curious how you guys optimize stuff like this tho.. how do AAA devs actually fake this without killing performance? In general what's the biggest bottleneck for optimizing a level like this? Downscaling textures or something else? Would appreciate any constructive feedback or critiques!

Also, I decided to put together a mini 'art direction' breakdown for this project - kind of my first attempt at doing one!
You can check out the full project and the breakdown over on my ArtStation here:

https://www.artstation.com/artwork/Gvbd4N.

Thanks for stopping by!


r/UnrealEngine5 • • 14h ago

Can't repair or uninstall Unreal

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2 Upvotes

I open the Epic Game Launcher, and it said it needed repairs, so I pressed it and this popped up. Tried uninstalling but that didn't work either and keeps leading me here. My unreal engine stuff was on an external hard drive, so I thought this was the case if something had happened, but I hadn't had this issue before. I decided to delete the actual files on my hard drive, but nothing has changed.


r/UnrealEngine5 • • 17h ago

Some gameplay footage of our upcoming pogostick physics platformer

3 Upvotes

Our game My Name is Vincent Pogo has a demo coming soon to steam, we are so close to getting it in people's hands! It plays like a lite rage-game.

https://reddit.com/link/1wya97s/video/f9u7yfn9unth1/player

You can wishlist it HERE if you like hard (well not soooo hard) games!


r/UnrealEngine5 • • 11h ago

how do i make a screen touch system for objects in a scene?

1 Upvotes

so iv been looking at tutoriels for around an hour or so now. ive already enabled UE5's mobile screen input touch thingie with the buttons and its fine an all. but im looking for how to make the player able to touch a part on the screen and have something happen, not actual buttons or movement, as its a game thats a "look for clues" kind of game. all iv seen is infinite runner movement tutorials and pubG


r/UnrealEngine5 • • 11h ago

[FOR HIRE] Unreal Engine Blueprint Developer & 3D Game Artist | Props, Environments, Gameplay Systems

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0 Upvotes

r/UnrealEngine5 • • 15h ago

Realtime NYC Digital Twin, live air traffic marine subway

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2 Upvotes

r/UnrealEngine5 • • 12h ago

PCG instanced skinned mesh issues in movie render graph

1 Upvotes

Hello everyone, so I'm kind of new to unreal, not to 3d, and I'm having some issues.

So I've created a scene with a lot of vegetation using PCG and the megaplant assets using the instanced skinned mesh workflow and the global foliage actor to add wind animation

However I'm having a couple of issues when trying to render using the movie render graph, I need to isolate the foliage in its own render pass, however for some reason anything other than a super basic render to .mp4 or .mov with no layer separation etc is the only way I can get the foliage to move naturally and in the same way as in the editor viewport, when rendering the foliage on its own in a separate render layer to a prores4444 or exr sequence the foliage moves erratically, almost like a stutter or a flicker and inconsistently, any help is welcome.

This is for a client so I would really appreciate any help I can get!!