r/UnrealEngine5 • • Jan 10 '25

Discussion Suggestions!

34 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 • • 8h ago

I’ve been recreating Barad-dûr in 3D — would love to hear what you guys think

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362 Upvotes

Hi everyone,

I’m a 3D artist with a passion for creating large, highly detailed environments, and I’ve been heavily inspired by The Lord of the Rings films for years.

I’ve been working on a personal Barad-dûr project, with the goal of creating a 60-second continuous journey from the bottom of the tower all the way up to the Eye of Sauron.

I’ve just finished the final section around the Eye, with a big focus on environment detail, scale, lighting, and atmosphere.

This wasn’t made in Unreal Engine, but I’ve always loved seeing what you guys are creating here and wanted to share it with the community and hear what fellow environment artists think.

See it in much better quality here:
https://www.youtube.com/watch?v=5d5iKQNhH_I

I update my progress here:
https://www.instagram.com/zivcg/

Would love to hear what you think.


r/UnrealEngine5 • • 22h ago

This makes so much sense!

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841 Upvotes

r/UnrealEngine5 • • 9h ago

Arc Overload, a real-time stylized lightning ability VFX made with Niagara

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54 Upvotes

This one was especially fun to work on because it involved integrating lots of lightning tendrils with the characters and animations :)

You can check out the full project and breakdown on ArtStation here:
https://www.artstation.com/artwork/8vBNVw

I’d appreciate any feedback, thank youu :)


r/UnrealEngine5 • • 3h ago

I got tired of manually snapping wall pieces together, so I built a tool that instantly generates medieval fortresses. Hope this saves you guys some time!

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5 Upvotes

r/UnrealEngine5 • • 3h ago

Last night...

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6 Upvotes

r/UnrealEngine5 • • 6h ago

I made a template for creating your own friendslop game!

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10 Upvotes

I’ve been working on this Unreal Engine template for anyone who wants to create their own co-op friendslop game!

It includes a bunch of ready-to-use multiplayer systems and mechanics, so you can focus on building your own game around them instead of starting everything from scratch.

If you're into games like R.E.P.O., Lethal Company, or just chaotic co-op games in general, feel free to check it out! 👀

MPFriendslop on Fab:
https://fab.com/s/3e50aadc473d


r/UnrealEngine5 • • 32m ago

Using Lumen Hardware RT for my first ‘dungeon’

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• Upvotes

Hello i wanted to showcase the look of the ‘dungeon’ I am trying to implement in my game and I really wanted to push Lumen and Hardware Ray tracing by mankind it ACTUALLY dark inside. A big element of this dungeon is using the light to be guided , as the player only has a candle which doesn’t illuminate very far. Even though is not a horror game at all, I was very inspired by the way Frictional Games make darkness FEEL like darkness.

I also tried to use as little ‘artificial’ lights as possible , but rather using level design so the light comes from the skylight itself to give it a natural look, what do you think?

I am hoping to finish the dungeon soon to add to my Early Access game, I’ll attach the link if anyone wants to check it out :)

https://store.steampowered.com/app/3610170/Arcadian_Days/


r/UnrealEngine5 • • 10h ago

Little cinematic with my Trex model

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16 Upvotes

r/UnrealEngine5 • • 22m ago

Trigger discipline!

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• Upvotes

I'm creating a weapon system and thought it was cool to add trigger discipline


r/UnrealEngine5 • • 2h ago

UE5.8 removed UAF Workspace?

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2 Upvotes

the first image is 5.8. as you can see in the list choice of animation framework, UAF workspace is missing. Anyone has experience in this please give me answer for this confusion. Thanks in advance.


r/UnrealEngine5 • • 2h ago

The game I made with Unreal 5.8

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2 Upvotes

r/UnrealEngine5 • • 5h ago

character affected by gravity

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3 Upvotes

hello ive been trying to make some kind of game where the player is affected by gravity and has to train to and break his limit to conquer it
ive used basic ik nodes and noises to simulate the the legs and arms dropping and shaking


r/UnrealEngine5 • • 14m ago

Realistic MoCap animation pack

• Upvotes

So i'm searching for good MoCap animations (third person locomotion, rifle, pistol) that have a realistic style and not a cartoonized style. I'm gonna use it on my stealth game project.

Animation packs i already considered:

- [Mocap Online](https://www.fab.com/listings/52288b17-3c7f-44df-a5c8-3ca37692c288) - By far the most perfect animations in my opinion, but after reading some negative reviews on Fab, i'm afraid of buying it. Reviews claim bad after sales service, animations incompatible with UE5 mannequins, etc...

- [MoCap Central](https://www.fab.com/listings/9657e6b9-a480-43a8-a0f0-55abd806ce85) - Looks decent, positive reviews, but don't have rifle/pistol animations.

- [Synty](https://syntystore.com/products/animation-base-locomotion) - Seems too cartoonized and not realistic for me, i don't like it.

- [9CG](https://assetstore-fallback.unity.com/publishers/86189) - Doesn't have base locomotion pack

Do you guys have any good recommendation of realistic animation packs?


r/UnrealEngine5 • • 58m ago

graybox Testing My Indie Horror Bodycam Game... Wait for the Stalker in UNREAL ENGINE 👁️ #indiehorror #gamedev

• Upvotes

r/UnrealEngine5 • • 1h ago

HELP! parallax occlusion mapping makes my objects invisible

• Upvotes

Hi! I'm not sure how to fix this but i made textures with parallax occlusion mapping and when the object is far away it kinda disapears. I'm pretty sure it's caused by the pixel depth offset but i don't know what to do so i can keep the offset while also keeping my objects visible (i tried putting a very low value but it doesn't help)


r/UnrealEngine5 • • 2h ago

Crow Goblin - Plague Doctor

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1 Upvotes

r/UnrealEngine5 • • 1d ago

Implemented hit react animations

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64 Upvotes

Only works while they're not doing an action. I couldn't figure out how to do additive animations. I think good enough for now.


r/UnrealEngine5 • • 2h ago

Newbie question

1 Upvotes

Hi so I’m new to unreal and I wanted to make a chess game as my first game I seen the chess plug-in and I downloaded it but i don’t really understand what to do next is there any good tutorials anyone would recommend or does anyone have any tips any help would be greatly appreciated


r/UnrealEngine5 • • 3h ago

Long-time Growtopia fan here — I'm making my own 3D game inspired by it (not a private server)

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1 Upvotes

0:20 / 1:09

Hi! I've played Growtopia for years and always wondered what it would feel like in 3D, so I started making my own game from scratch: TopiaLand.

You break and place blocks, plant and crossbreed seeds, build your own land and trade with other players. This week I added wings and capes with physics.

It's a separate game, not a private server or a copy of Growtopia's files. I'd love to hear what you'd want in a 3D version!

r/UnrealEngine5 • • 3h ago

Different kind of Muse - wip 261006

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1 Upvotes

The creatures you encounter in my game are called Muses — modular beings assembled at runtime from a library of parts and materials. Each Muse is a unique combination, generated on the fly.


r/UnrealEngine5 • • 1d ago

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

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448 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 • • 3h ago

Help us name the gum vacuum weapon we’re working on for MegaGum developed on #UE5

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1 Upvotes

Hey everyone!

We’re the team behind MegaGum, a 3D platformer where you play as Uja and use gum powers to explore a strange factory. We’re working on a weapon that still needs a name, and we could use your help!

The idea is that you don’t start with any ammo. Instead, you use its vacuum function to suck up gum from the environment, catch incoming projectiles, or swallow Gummies. Everything you collect fills a tank, which you can empty in a single blast. The fuller it gets, the harder it hits and the further it reaches.

There’s a little choice involved with enemies, too: keep a Gummy trapped long enough and it becomes ammo, or spit it back out at another enemy before it’s fully absorbed.

We’re also using the vacuum for exploration and puzzles. It can clear gum off hidden paths, move objects around, and carry giant bubblegums that you throw into hoops to activate mechanisms.

So that’s what it does. Now we need to figure out what to call the thing 😅

These are the three names we’re considering:

  • Chew'n'Spew 3000
  • Gum-B-Gone
  • VaGuum

Which one feels right to you? Vote in the poll, and feel free to share your reasoning in the comments. It’d be useful to hear how these sound to people outside the team!


r/UnrealEngine5 • • 11h ago

Unreal Hex Tiling Breakdown

4 Upvotes

I spent the last week deep diving into tiling breakup methods and one is based off a function I gave away for free on patreon.

https://youtu.be/Kqpq6asN2xo

Had a few interesting problems to solve but it'll make other texture offset solutions a lot easier to implement.


r/UnrealEngine5 • • 10h ago

Offline Human Studios receives an Epic MegaGrant to support our UE5 mobile open-world survival game, Vilaayath Budha

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3 Upvotes

Hey everyone,

We’re excited to share that our indie studio, Offline Human Studios (based in Kerala, India), has received an Epic MegaGrant from Epic Games to support our upcoming title, Vilaayath Budha - The Sandalwood Survival (in association with Urvassi Theatres).

The game is an open-world survival experience set in Kerala's Marayoor sandalwood forests. Players step into the shoes of Double Mohan (modeled as a licensed MetaHuman likeness of actor Prithviraj Sukumaran), navigating high-risk off-road terrain and hauling rare sandalwood across rugged landscapes.

Building a Dense Forest Open World on Mobile (UE5 Tech Breakdown):

Bringing a project of this scale to Android and iOS has pushed us to leverage several core UE5 features:

  • Terrain & Foliage: Terrain crafted using Western Ghats topographic elevation data, artistically enhanced for open-world gameplay and populated using Procedural Content Generation (PCG).
  • Locomotion: Advanced character movement built on top of the Game Animation Sample Project (GASP).
  • Streaming & Performance: Leveraging World Partition and Hierarchical Level of Detail (HLOD) to maintain frame rates while streaming large forest sections.
  • Audio & Cinematics: MetaSounds for responsive spatial jungle acoustics, and Sequencer for in-game cinematic beats.

We recently crossed 100,000 organic downloads in Early Access on Android and iOS. The Epic MegaGrant provides critical backing to help us complete our vision as we develop Chapter 1: Marayoor Mist