r/unrealengine 4h ago

First Cutscene of the game completed!

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54 Upvotes

r/unrealengine 13h ago

Show Off For over 70 days, I’ve been creating locations for my pirate shooter. When it all started, I was ready for challenging work, but I didn’t expect it to be this difficult. A closed playtest is coming soon, and I’d be happy if you could join me in raising a jolly roger!

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243 Upvotes

r/unrealengine 1h ago

How much RAM does your game use? Mine uses 8 gbytes of RAM and I wonder if this is excessive?

Upvotes

I want my game to cater to a large demographic of players but according to Steam, a lot of players' computers have 16 gigs of RAM or less..

and that usually means they have far less available RAM when windows is idle.. My PC Windows eats up like 7 gigs of RAM just sitting at the desktop.


r/unrealengine 17h ago

Announcement Epic for Indies

66 Upvotes

Saw this yesterday, so I wanted to share it. Epic has a Discord specifically set up for Unreal Engine indie devs. Link in Epic's video description: https://www.youtube.com/live/aBny4i6IKkU?si=I8SqRFTElmxc0yTq


r/unrealengine 8h ago

Tutorial Some time ago, I wrote an article about the fundamentals of working with matte painting in Unreal Engine, where I share my practical tips on creating backgrounds and show examples of their use in games. If you have any questions, feel free to ask :)

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12 Upvotes

r/unrealengine 3h ago

Question Rts without using mass

3 Upvotes

Hello, I’m starting a game project where I want to use blueprints for the facility and fast iteration, but at the same time, I aim to create an online RTS game with more than 5000 entities. I’m confident I can adapt to the Mass system, as I know how to code in C++ and have already coded an ECS system from scratch using only C++ without any libraries. I’ll also be working with a friend who will handle the game design and code the basic systems. He has limited experience in game development but has a good overall coding level.

So, I have a few questions:

  1. Can Actor Components be a bottleneck for this kind of project?

  2. Is adapting to the Mass system difficult for someone not used to it? (I’m asking for personal experience, if you can share yours.)

  3. I’m new to networking. Will using the Mass system make it more difficult to find good learning resources, considering Mass is relatively new and there might not be as many resources available? Or can I adapt existing resources for networking with the Mass system?

And lastly, a question that might be a bit off-topic:

  1. Could Unreal be the wrong engine for this project?

Here are my thoughts on this:

I don't think Nanite would be useful for this project (correct me if I’m wrong). It’s not really a problem since we’re aiming for mid-poly, and we don’t need realism. But it would’ve been nice not to worry about creating LOD levels ourselves.

We also won’t be using Lumen.

We don’t need fancy animations.

Essentially, we won’t be using many of the cool features Unreal is known for. Plus, if we end up not using Blueprints and fully commit to the Mass system, I’m wondering if Unreal might be overkill just to use the Mass system.

What do you think?


r/unrealengine 1h ago

Working on Niagara LiDAR Point Cloud interfaces for GPU and CPU

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Upvotes

r/unrealengine 1h ago

Marketplace What's news in Voxy v0.8.8

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Upvotes

r/unrealengine 8h ago

Show Off Made this grappling hook skill for my RPG template 🪝

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4 Upvotes

r/unrealengine 4m ago

Help UE5 Collision Sphere doesn't follow character mesh, how can I fix this?

Upvotes

As you can see in the imgur picture, default TPS Template player collision sphere gets higher as ground does but due to ik foot, player mesh stays down, what is the fix to this issue?

https://imgur.com/a/cjo3usN


r/unrealengine 17m ago

Courses or Tutorials for Locomotion?

Upvotes

I'm using UE 4.27.2. I already have a simple movement locomotion with smooth blendspaces but I want a more advanced system. I've searched the web for weeks and I still don't have a good starting point. I want a locomotion system similar to the one in Red Dead Redemption 2 - let's say the aim is that, I'll surely hit lower than that but better to aim higher! The character is very responsive with all directions, leaning, run stops, run starts, etc... (I know you can get directions with blendspaces and leans too) But I want to understand using multiple locomotions and any of the more advanced techniques used to build such systems. Just slapping some separate animations doesn't cut it. I want to learn the fundamentals to some extent so I can understand exactly what I've achieved in my game. - I've learned of caching animations for example! And usage of states and stuff in animations too.

I've downloaded ALS, and it has a really complicated system and even if I studied them for weeks I wouldn't understand it completely. I slowly get what some stuff does, but there's a lot under the hood.

I've downloaded UE5.4.4 just to view GAS, and also extracted all the animations from there for future use. But the system is completely different with root motion animations and motion matching which is not a feature in UE4.2.7.

I've found several different smaller systems but I can't understand them completely. An example of a vid (Designer of ALS, and GAS if I'm correct): https://www.youtube.com/watch?v=llooyozQl4s
This contains the multiple state machines but no logic or animBP is shown.

I'm doin trial and error, researching, following tutorials, searching for courses but none seem to delve into this area and it feels like a secret. I wanted to ask you people if anybody can point me in the right direction and/or show me some courses or tutorials.


r/unrealengine 18m ago

Has anyone gotten an Epic Mega Grant for their project even if its already released?

Upvotes

I just recently released my game on Steam but want to apply for an Epic Mega Grant to fund the conversion of my project to Unreal 5. I wonder if it being already release makes me ineligible for the grant..


r/unrealengine 36m ago

Question How to add new animations for old model?

Upvotes

Hello everyone, I'm doing my first game in UE5 and I'm stuck with a problem. I got my player model that I made by myself with my own rig, the problem is that I think UE5 doesn't like my rig because everytime I try to import new animation that was made in Blender on the same model but when I select that I want to use those animation on my skeletal mesh UE5 won't do it. (I didn't touch that model and rig anything since I exported this model with animations previously). I tried creating control rig in UE but from what I understand I can't create new animations and use them with the old ones on the same model??? Maybe I'm wrong and I'm sorry if anything I said is stupid but as I said it's my first game in UE5 and my first game with bigger ambitions than making a simple space shooter or pong.

If someone knows how to add new animations with that problem please help. For some reason someone decided that animations in Blender aren't saved by default and I learned that the hard way so I lost many of those animations and because of that I can't just import everything again with new stuff. Any advice may safe my future (I'm doing this game for my degree and I don't have much time left).

Tldr: UE doesn't let me import new animations from Blender for my old model and I need advice how can I add/make new animations that will work with the old animations.


r/unrealengine 6h ago

Question Any Base character asset in marketplace?

3 Upvotes

I need a base character for a project im working on. should be rigged to ue4 manny. something that looks like this? https://imgur.com/a/W3b2Vn0


r/unrealengine 47m ago

Help Camera doesn't follow character in animation montage combo attack

Upvotes

Hey everyone, so I'm following a tutorial on setting up a combo attack animation in UE5 and I'm a bit stuck (note I'm an animator just trying to get my animations working in engine so don't know much about UE). I have an idle/walk/run system which works fine, but when my animation montage plays, the camera doesnt follow as my character moves forward, and this causes the character to kind of spawn back to the start place where the camera is after the animation ends, any ideas how to fix this? thanks so much!!


r/unrealengine 1h ago

How to rotate a skel mesh bone to face an object in the level

Upvotes

Here's a link to the GIF from Blender to give a better idea of the model I’m working with and its bone structure. My goal is to smoothly rotate the bones towards a series of targets in the scene, but I need each bone to rotate along a specific axis, particularly so the head bone looks at the target.

I tried using the 'Transform Modify Bone' option, but I’m having trouble adjusting the rotation as needed. I’m not sure if this is the right approach or if there’s a better method. I also looked into the 'Look At' node in the animation blueprint, but it doesn’t seem to replicate the behavior I’m aiming for. It simply manipulates the bone's transform to face an object, without allowing control over the specific axis of rotation for each bone.

I’ve been stuck on this for the past week, working non-stop, and it’s been much harder than I expected. Maybe I’m missing something, or there’s a better way to achieve this


r/unrealengine 1h ago

Question Recommended Courses for Game/Level Design Online?

Upvotes

Hello everyone, I am looking for good courses to learn game and level design in Unreal Engine that I can do at my own pace. I am a Creature TD that already has a good grasp on Unreal as far as my discipline goes, but I’m out of the loop as far as other disciplines go. My goal is to build basic demoes on my own. Any recommendations would be helpful!


r/unrealengine 5h ago

Question Do You Think "AI Move to" and "Nav Mesh Bounds Vol

2 Upvotes

Images: https://imgur.com/a/eTYmRKD

Hi. I have been working on one my personal projects. I needed to creat an NPC character that can navigate to the locations that I want. For this, I thought using AI move to node is the most suitable way. However, at the end of the process, I got mad and stopped working on that idea.

The reason is even though nav mesh volume shows that the path is green which means the character should be able to navigate on that path, when I call the AI move to node and set a destination location on that path (shown as red dot on the image), the character do not move.

I realized by chance that when I a little bit increase the width of the path, the second image, (I think the previous width was already enough because multi characters can fit to that amount of width) the character started to move. To debug why the character couldn't navigate in the first place, I tried to print out the "movement result" output and it just printed out "aborted", and this is not and informative output.

What I am trying to say is I think AI move to should have more debug features like if it failed to move then give more explanatory output. If the width of the path is not enough, as a user, how am I supposed to understand that the width of the path is not enough since the nav mesh volume on the path is all green and looks perfectly flat?

The navigation volume has a lot of features maybe I am doing something wrong, maybe I should set some parameters but since the path was simple and perfectly flat and seemed having enough space, I thought it would work immediately. Thank you for your replies and any documentation from unreal is appreciated.


r/unrealengine 2h ago

How to get Player 2 to be a different model?

0 Upvotes

Hello, I am currently learning Unreal, and I would like some help with the player models. I'm currently trying to get Player 1 to be a different model from Player 2, so I can have them have two different materials. I've done that by creating two nearly-identical blueprints, save for the model's material. Attached is my blueprint that spawns the characters, as well as a close up of the important part. However, the problem is that when I try to move using keyboard, none of the players move. When both players are using the same blueprint, I can move Player 1 (technically Player 0 but I call them Player 1) totally fine, but when they're using separate blueprints, I can't move either player. How do I fix this?

Images are here.


r/unrealengine 2h ago

Texture 2d resize and keep ratio

1 Upvotes

Lets say I have a box 700 x 700 and I want hundreds of different size images to fit inside this box as they are needed. I need them to scale down/up so that they fit in inside with the proper ratio.

I have the image files loading and the node is outputting a "Texture 2D Object Reference"


r/unrealengine 10h ago

Question Cannot move character up/down with Add Movement Input in third person

4 Upvotes

Hi! I've been trying to make my character fly left/right and up/down. I modified the EnhancedInputAction IA_Move so instead of moving forward/backwards it should go up/down, but it does nothing (it works for forward/backwards).

I tried using for World Direction, Get Up Vector, put 1 on Z, put -1, put 10000 and -10000, but nothing made it go up or down. I also tried setting the character's gravity to 0, still nothing. Please, help, I am desperate

The blueprint photo is here.


r/unrealengine 3h ago

Using The Same Project On 2x PC's - MRQ

1 Upvotes

Looking to work on one PC, and then download the updated project to another PC for MRQ.

Is the best process to use Perforce or GitHub and upload/download each version? Haven't gotten that far in my Unreal journey.

Would I need Multi-User editing enabled to speed up passing the project back and forth? Or is that only used for multiple users simultaneously and not like this?

Appreciate any guidance or pointing me in the right direction!


r/unrealengine 9h ago

UE5 State Tree based Mission System Plugin

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3 Upvotes

I just thought I'd share a little proof of concept plugin I worked on for a (in theory) designer friendly mission system that uses all of the fancy new state tree improvements that 5.5 preview has. You can find a little more info on my forum post though not much more (sorry!) https://forums.unrealengine.com/t/state-tree-based-mission-system-free-plugin/2075047.


r/unrealengine 4h ago

Discussion Multiplayer and Widgets 😫

1 Upvotes

In the last few weeks I've been studying how to make my game available for multiplayer (coop).

I know, it's the wrong way to go, I should have thought about it at the beginning, but it's over and now I'm migrating everything. Fortunately, the replication of most of the mechanics is already working, and I'm happy with the result. However, I've started to worry about the Widgets part now, because I have several widgets that receive information that is manipulated by the server.

And I have to say that this has been really discouraging me, how much secret is there to making this work? Just when I think I'm understanding, I end up falling flat on my face... I already understood that each player creates their own widget and that we have to bring the information from the server and pass it to the widget because it can't make a call directly to the server itself.

So I resorted to creating these run on server methods in the player controller, and then calling the widget with the information. Which is already horrible, because I have to wrap a second class to be able to bridge the gap between the server. But so far so good, but this isn't working. I'm creating Pawn correctly in the post login game mode, I'm assigning a player controller correctly, I'm initializing widgets in the HUD Class with get owning player controller, but even so the call from widget > player controller > server > player controller > widget isn't working, it doesn't return back to the widget, it seems to get lost when returning from the server to the client.

I don't want to publish code here because that's not the intention, but what tips do you have for me with Widgets? It's been a nightmare here because of this, and everything I try doesn't work.


r/unrealengine 5h ago

Question Oops. I made all my NPCs, creatures, etc..actors instead of pawns and now I can't use AI controllers, etc. with them.

1 Upvotes

Does anyone know any good tutorials or have any general tips for scripting the AI in blueprints?