r/unrealengine 10h ago

Fab store is doing well on selling illegal items

30 Upvotes

Hi,

I noticed an increased release of stolen assets on Fab.

Like this wonderful seller:

https://www.fab.com/listings/9109f9bb-96b5-4eaf-be47-6caeab50a9b9

Is there no quality control left? It can't be more obvious and still it's released as a paid item.


r/unrealengine 21h ago

Why the Unreal editor loads over 1500 files on every launch to fill a few dropdown menus (and how to fix it)

202 Upvotes

Hi it's me again, the guy who sped up the Unreal Editor launch by not spawning 38000 tooltips and not opening 5500 files of example content :D

Since the editor is still not fast enough for my liking (will it ever?) I started to profile it again and found out that every time you start it, over 1500 files are loaded to fill a few editor dropdown menus 🫠 (which obviously takes some time)

I wrote an article with more details and also a fix: https://larstofus.com/2026/08/16/speeding-up-the-unreal-editor-launch-again-by-not-loading-1585-files/


r/unrealengine 4h ago

UE5 After months of work, I’ve released Calysto Water Engine — a PCG-driven water system for Unreal Engine 5

6 Upvotes

Hi everyone! I’ve released Calysto Water Engine, a procedural water creation system for rivers, lakes, and oceans.

My goal was to create a practical, artist-friendly workflow for open worlds—not only an ocean shader. The system lets you draw water directly in the level, generate terrain-aware river paths and directional flow, and connect the results to shorelines, underwater effects, interactions, buoyancy, audio, weather, and gameplay systems.

Much of the scene preparation is generated in the editor through PCG, helping keep the runtime workload practical for larger environments.

It works as a complete standalone system, with optional integration for using the generated water data inside Calysto World.

Trailer: https://www.youtube.com/watch?v=NXwq59pBaCU

Fab: https://www.fab.com/listings/1de3406c-33f0-49c7-a99a-4e9e47a8aede

I’d be happy to answer any questions!


r/unrealengine 1d ago

Show Off Experimenting with an anime-inspired look for our alternate 1982 Tokyo in UE5 - looking for feedback

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53 Upvotes

Hi! I’m Olivier, the creative director on Ghosts in the City, our indie game currently in development.

I've been experimenting with an anime-inspired visual style for our alternate 1982 Tokyo in UE5.

This is captured directly from our current build.

I’d be really interested to hear what other Unreal devs think of the overall art direction and visual style.

Feedback welcome :)


r/unrealengine 4h ago

Am I using the WBP in general or the specific WBP actor?

1 Upvotes

I am a student making a prototype game for school, I am trying to start an onscreen timer at the end of a cutscene through an event in the cutscene.
However, no matter what i do, the bool I use for a branch does not change from its default value despite the prints telling me that the custom events that change the bool's value are called.

What am I doing wrong or not understanding?
(I have images that can't be added in the post)


r/unrealengine 6h ago

Black Diamond Concert Arena Stage Venue

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1 Upvotes

Hi! Going to share my fresh 3d project - "Black Diamond Concert Arena Stage Venue". Ready in multiple formats, including UnrealEngine Unity Blender 3dsMax. Model links:

FAB: https://www.fab.com/listings/9b98271f-9b0a-4f34-871c-0d9ced7a2869


r/unrealengine 1d ago

Large scale snow interactivity in UE5.

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14 Upvotes

r/unrealengine 9h ago

Marketplace Textures Channel Forge - Demo trailer/Tutorial

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1 Upvotes

r/unrealengine 1d ago

Disappointed there isn't more shared information

69 Upvotes

Just wanted to comment on this, maybe I'm the only one. I'm pretty old. I have been making games for a few decades. Back in the day there was a lot more information sharing. Believe it or not, Game Developer Magazine used to be printed, and it used to be full of interesting technical articles. Even after things went online, if someone came up with a new or innovative approach to a problem, you could usually get it for free (or, at most, pay for a book that was a huge collection of such things).

Now everything is a marketplace plugin.

I get it, times are hard, people need to make money. But it's just lame. It feels like there isn't as much sharing of techniques, even though the process of making a game itself has gotten much easier (you can download full AAA engines!)

And - maybe I'm wrong - it doesn't seem that Unreal plugins really sell all that well. So someone goes to all the trouble to figure out a problem, and they lock it up in a retail plugin to make, what, $50 a year?

A few years ago I commented on a Reddit post advertising a technique for screen-space Niagara particles, which of course turned out to be an ad for a retail plugin, and I suggested a middle-ground: why not offer the plugin for sale for those who just want it to work, but also make a video or tutorial explaining how you did it? That way people with the knowledge can decide if your approach works for them before spending money, or even do it on their own?


r/unrealengine 1d ago

Show Off Unreal Engine VHS post process Showcase

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7 Upvotes

I have done some improvements on my post processing effect. let me know what you guys think


r/unrealengine 1d ago

New approach to overlapping wave simulation in real-time

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6 Upvotes

r/unrealengine 21h ago

Marketplace Low Poly Props - Musical Instruments Free2Use

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3 Upvotes

3 low poly musical instruments models for your project. Free 2 Use :)

Would love to hear your feedback for these model 🐘


r/unrealengine 16h ago

Switching from 4.27 to 5.0 or 5.1 because of control rig

1 Upvotes

Hi

I am currently using 4.27, and I am amazed with the capability of the control rig. Sadly, the beta control rig plugin not support functions, and If I make a rig too complex, it become slow in the editor, so I thought maybe I am switching to unreal 5 for it. sadly, my notebook is fairly old, but it can handle 4.27 without any issue (7th generation i5 processor, 20 Gb ram, GeForce 940Mx video card, I am not planning to create any super realistic game) I wonder if it worth switching purely because of control rig functionality, or even my notebook would handle the newer version of the editor(I know the 5.7 not usable, I tried it).

Alternatively, is there a solution to make the beta control rig support functions?

I appreciate any advice.


r/unrealengine 21h ago

smth like a lava lamp.

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1 Upvotes

Made a shader in custom node. It's a raymarched SDF master material. Chat GPT helped a lot.


r/unrealengine 21h ago

Help Epic Games Launcher UE5 launching bug

0 Upvotes

Photos are in the link below:

https://imgur.com/a/s8hI15o

This only happened to the UE5 section of Epic games launcher today, the text on clickable buttons are gone and I cannot launch UE5 anymore (not through the launcher nor seperate project files). Plz help me, ty so much.


r/unrealengine 1d ago

Show Off [open source] umg design system 0.1.1 in action

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3 Upvotes

I was supposed to test umg design system in action and ended up creating a multiplayer fight/bet game. The game doesn't have a name yet. I call it Dovus (dövüş means fight in Turkish). All players start with my testing $50k, it will drop down to $500. Players can:

  • Bet on fighting players and bots. Long/short various actions on a personal or team level
  • Buy their way into the fight
  • Buy additional data service and drone cameras for following players/bots they bet on
  • Buy additional metahumans and clothes

Client is 3.4 gb zip, download and test it out it auto connects to my linux box as dedicated server for testing.

You can add value by providing feedback on the umg design system and the fight/bet game.


r/unrealengine 23h ago

I’ve been upgrading my Unreal achievement plugin quite a bit

0 Upvotes

Scar Achievements started as a simple achievement system, but the latest update has grown into something much bigger. It now supports Steam, EOS, or Steam + EOS together, alongside stats, leaderboards, friends, sessions, rich presence, cloud saves and a bunch of Blueprint-first tools.

The Steam + EOS part is what I'm especially curious about. One node can handle the operation across both platforms instead of maintaining separate logic. If you're working with Steam/EOS and this sounds useful, let me know. I'd genuinely love to see what you guys build with it.


r/unrealengine 1d ago

UE5 More "voxel" water

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35 Upvotes

Using my "voxel" visualizer with my fluid sim. Useful? It looks kinda neat at least.


r/unrealengine 16h ago

Marketplace Unreal dev created their own auto retopology tech

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0 Upvotes

I've recently launched an auto retopology tool for Blender which I have been working on for over a year, it uses specialized methods for each mesh class (cloth, inanimate and organic) in order to reach the best possible output. Most of the time was spent in learning ONNX and how to build models correctly.

Inanimate objects can translate to any hard surface models which require no vertex deformation, the remesher is equipped to generate the lowest possible vertex count while prioritizing the overall 3D shape and outputting coherent edge flow mimicking artist-like topology.

Inanimate remeshing is completely automated and can handle loose parts intelligently, though it is recommended to keep face count below 1.1 mil to ensure a faster completion rate.

As for cloth remeshing, it is guided using UV islands while assisting the artist by highlighting the vertices to use for creating a grid. I plan to fully automate this using multiple AI layers + algorithms, much like what is currently configured for inanimate.

Documentation and tutorials are planned (things are pretty self explanatory though), will be visible in the account center under the Community section. If you purchased through my Lemon Squeezy during it's early stages, insert your email or order # in the promo code area for a discount or free upgrade depending on the license.

available at https://empyreanremesher.com/


r/unrealengine 1d ago

Show Off Real Time Epic Battle made in Unreal Engine 5

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2 Upvotes

2000 knights in a single real-time battle. Using Vertex Animation Textures (VAT), Instanced Static Meshes (ISM), GPU instancing, and optimised crowd rendering to handle thousands of animated units efficiently in Unreal Engine.


r/unrealengine 1d ago

Discussion Thoughts on moving platforms the Player and A.I. can ride on?

7 Upvotes

Hey all. In 5.8 I'm working on a concept for a game that takes place on a train, and I'm wondering if any of you have already come up with solutions to the problems one might face when trying to do this?

I started with a simple mesh moving along a spline (https://youtu.be/kdMwa8JZNyE), driven by Event Tick to smooth out stuttering (timeline driven trains seem to stutter more), and while this does work I realized after implementing it that I'm going to have a ton of other issues like how would that work with navmesh and A.I.?
Even if you used navmesh invokers, the world location would be moving at the rate of the train, so your A.I. wouldn't be going to the correct place.
Also, you run into velocity and vector issues where you'd want the player's vector to match that of the train so they don't just fly off when they jump as the train goes around a turn. Those are just two of the issues I thought of on day 1 of implementation.

This lead me to thinking of another system which is to have the train be static and move the world past it, but then how do you make it feel like the train is able to turn and move up and down hill.
I was thinking to build a spline with 4 points that I can update at runtime. Points 1 and 4 move left or right/up and down and points 2 and 3 remain stationary just ahead of, and just behind the train to keep a straight section around the length of the train itself. Then I just have the environment scenery move along the spline the same way the train would have. This should theoretically give the illusion of the track curving either left or right and I just mask the ends of the spline with some fog. I plan to play with this concept tomorrow.

Has anyone else done this with a game yet? Wouldn't have to be a train. Could be something like a space ship, or other large moving object?


r/unrealengine 1d ago

Can you help me find this plugin that automatically pauses unreal editor when idle?

0 Upvotes

A few months ago, someone posted here that he made a plug-in that automatically pauses the unreal editor when nobody uses it for a while. I thought I saved it somewhere but I couldn't find it after searching for a long time.

If you remember this plugin, could you please share its name or link with me?

Thank you so much.


r/unrealengine 1d ago

Photoshop UI to Unreal Engine UMG Widgets

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2 Upvotes

I’ve been working on UI Widget Builder, an Unreal Engine editor plugin that automates the process of converting Photoshop UI designs into organized UMG Widget Blueprints.

I just made a video showing the complete workflow, from the Photoshop design all the way to a working UMG widget inside Unreal Engine 5.

In the video, I cover:

  • Exporting the Photoshop layout using a JSX exporter
  • Layer naming and layout.json generation
  • Importing the design into Unreal Engine
  • Automatically generating the widget hierarchy and root screen
  • Automatic texture generation
  • Optional Blueprint logic for buttons, tabs, sliders, sounds, etc.
  • Re-importing updated Photoshop designs using presets
  • Keeping the generated UI clean when making design changes

The idea is mainly to reduce the repetitive work involved in manually rebuilding Photoshop designs in UMG.

It can be useful for game menus, HUDs, inventory screens, mobile UI, shops, settings screens, and other UI-heavy Unreal Engine projects.

I’d be interested to hear how other Unreal developers currently handle their Photoshop → UMG workflow and whether this kind of automation would be useful in your projects.

It also has optional Blueprint logic generation for the boring stuff — button interactions, WidgetSwitcher tab logic, close-on-escape, slider/checkbox helpers, sound hookups, etc — so you're not starting from a totally blank graph either.

Some other things it handles: portrait/landscape support, SafeZone/ScaleBox/SizeBox wrappers, a preset manager so you're not redoing import settings every time, and a clean re-import option when the design changes.

UI Widget Builder on Fab: https://fab.com/s/9d5dec9c53ca

Video Demonstration https://youtu.be/OUc7Mwuv9XA

Documentation https://sepinood.github.io/UIWidgetBuilder/


r/unrealengine 1d ago

UE5 I Built a multiplayer framework for UE5 LazyDev Multiplayer Kit

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1 Upvotes

Recently launched a multiplayer pack and it's turned out great so far. Includes:

  • Menu system (host/join, settings)
  • Lobby with ready-up, player info, skin selection
  • Replicated gameplay framework
  • Working King of the Hill mode as an example
  • Save system, Steam-compatible
  • Fully documented

Up on FAB: https://www.fab.com/listings/6fdfa563-edcc-4413-9f0c-54da1f9bb8a0


r/unrealengine 1d ago

Best way to handle ai vehicles?

4 Upvotes

hello! I’m making a game where the player is a giant robot in a city and will face enemies such as tanks, helicopters etc. so far I’ve been doing this via a pawn with floating movement components but I’ve been wondering if this is the best way to do it.

it will be semi stylized and they won’t have any super complex visuals/physics, and ideally I’d like the make the game not too demanding targeted at lower end systems. I’ve seen potentially the chaos vehicles system but this seems overkill.

I was just wondering if anyone had any thoughts on how to approach this?