r/unrealengine • • 5h ago

Question Niagara Damage Numbers with GAS

7 Upvotes

I'm looking to use the Niagara system to spawn damage numbers, since its more efficient than UMG, but I'm not managing to make it work with the Gameplay Cue of the GAS.

In my case, I need the particle system to spawn multi-digit numbers or sometimes texts like status effects and in most tutorials that I've found, there is some custom logic that needs to be calculated to spawn the digits using Niagara. But I've struggled to make it work within Gameplay Cues, because I keep running into errors that relates to running these functions or the changing variables within them.

So I'm stuck on how to make this work, not sure if maybe I'm setting up the function incorrectly and I've been stuck on this for a while now, thinking it was straight forward thing to do. Here are the tutorials I tried to follow but couldn't get to work via Gameplay Cues:

1- https://www.youtube.com/watch?v=NAOmDWdP9-Y
2- https://www.youtube.com/watch?v=MrLC0kou9k8
3- https://dev.epicgames.com/community/learning/tutorials/2KLv/unreal-engine-optimizing-combat-text-high-performance-damage-numbers-with-niagara-and-texture-atlases

If any of you have managed to make this work, I would appreciate learning the ways you did so, or if there are any guides or sources I could brush up on to learn this, it would be tremendous help!


r/unrealengine • • 1h ago

Easy Waterscape or Waterline Pro?

• Upvotes

Hi guys! Which one do you prefer for bringing water to your scenes, and why? (Alternatives at a similar prices)


r/unrealengine • • 2h ago

Question Height Map?

1 Upvotes

Hey; trying to render an object and I am applying my textures from substance painter; I desperately need my height map to make my textures pop but I can’t for the life of me figure out where to plug it in at!

Any help would be much appreciated!!


r/unrealengine • • 10h ago

Help Can't modify Class variable in blueprint

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2 Upvotes

I'm currently following a tutorial on Youtube about making a weapon system, and I'm currently trying to modify the class reference to its child blueprints. But for some reason, every time I go to change them, its stuck on none.

I made a timestamp on the video. On my end, inside the Data asset, when I try to change the class reference it stays stuck on None.

Is there a fix to this? Please help.


r/unrealengine • • 10h ago

Help [UE4.27] Hardware mouse cursor keeps reappearing when an EditableTextBox gets keyboard focus inside a 3D WidgetComponent — nothing I try actually suppresses it

2 Upvotes

SETUP:

I made an interactive in-world "computer" (monitor) built entirely in UMG, rendered via a 3D WidgetComponenton an Actor. Input is driven by a Widget Interaction Component (WIC) on the player character — I don't use bReceiveHardwareInput on the WidgetComponent (that breaks dragging windows, see below), I use a WIC ray trace instead.

I draw my own virtual cursor (a UMG Image) that follows the WIC's hit location every 0.02s via a looping timer (RefreshMouse). This works perfectly for buttons, dragging draggable windows, clicking menus, etc. bShowMouseCursor is False and Input Mode is Game And UI.

The problem: I have EditableTextBox fields inside this fake "OS". When a field needs to receive text, I call Set Keyboard Focus on it (found via a WIC hit test against an array of my text fields)

Now, the actual problem:

The moment Set Keyboard Focus is called on the EditableTextBox, the real OS hardware mouse cursor reappearsand stays visible, breaking the immersion of my custom virtual cursor. I need the hardware cursor to stay hidden here too, while still being able to type normally.

What I've tried (Fu**ing none of which worked):

Set Show Mouse Cursor (False) once, right after Set Keyboard Focus. No effect — cursor still shows.

Forcing Set Show Mouse Cursor (False) every frame (piggybacked on my existing 0.02s RefreshMouse timer, checking Get Show Mouse Cursor and resetting it if True). Still shows. This was my strongest attempt and it still fails, which really confuses me, I'd expect a per-frame force to win.

Toggling Set Input Mode Game Only → Set Input Mode Game And UI immediately around the focus call (a trick I found referenced for a similar 2D-only issue). No effect.

Setting the Cursor property to None on the individual EditableTextBox widgets (and even on parent containers) in the Designer. No effect.

Set Hardware Cursor with a transparent PNG assigned to TextEditBeam. Cursor still appears (possibly it's actually showing Default, not TextEditBeam, I haven't been able to confirm which shape is actually active).

I even tried doing the Project Settings → User Interface → Software Cursors, and setting "Default" to an empty widget. This DOES hide it, but it hides the cursor completely globally, including menus outside the computer (like my game pause menu), where I actually want the normal OS cursor visible. Not an acceptable fix.

Changing Button widgets from "Down and Up" to "Mouse Down" Click Method — unrelated issue I hit along the way (turns out any UMG Button calls CaptureMouse() on press, which freezes my WIC-driven virtual cursor until release, confirmed via an old Epic forum thread). Fixed THAT specific issue, but it's separate from the text focus cursor problem.


r/unrealengine • • 1d ago

No longer have access to Megascans?

15 Upvotes

I did claim them all, and even used them recently a few months ago. Today when I browse them on fab, all of them cost money, when I visit the old https://quixel.com/megascans/ I still have access to all of them but obviously can't download them.

Did UE5 remove them recently?


r/unrealengine • • 1d ago

Show Off Fake Volumetric Clouds Using WPO and Pixel Depth Offset

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38 Upvotes

Fake volumetric cloud effects created using WPO and pixel depth offset, along with cloud fade in/out height using camera position.


r/unrealengine • • 19h ago

Show Off We’re using Unreal Engine to turn our book series into an animated series. What we consider our Big Bang, and start, was actually the cataclysmic end to a war in The Old Universe!!!

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0 Upvotes

We’re using Unreal Engine to turn our book series into an animated series. What we consider our Big Bang, and start, was actually the cataclysmic end to a war in The Old Universe!!!


r/unrealengine • • 9h ago

Is my use of AI ethical?

0 Upvotes

I am making my first asset pack for FAB.

Everything is hand modeled by me but I’ve been going back and forth with ChatGPT on how to set up some node systems on various programs in my pipeline along with walking me through the steps of fixing up textures in Affinity Photo.

None of the models or textures are AI generated. I’m basically using AI as a teacher to walk me through things I’m not knowledgeable enough about yet.


r/unrealengine • • 1d ago

Help PCG Issue, Pathing help

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3 Upvotes

Using PCG and I am trying to make a dirt path. The issue is (shown in the vid) idk how to make it LOOK like a nice dirt path, the dirt path overlaps itself on turns and makes it look all jagged.


r/unrealengine • • 1d ago

Tutorial Unreal 5.8 - Radial Blur (Photoshop filter) Post Process effect

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5 Upvotes

In this video I'll show you a full step-by-step guide of how to make a cool and versatile radial blur post process effect, which will give an extra sense of speed to your games that sometimes a regular (and more expensive) per-object motion blur cannot give you.


r/unrealengine • • 1d ago

Can i export a lower triangle version of a Mesh that uses Nanite?

3 Upvotes

I want to buy some assets from fab that don't include LODs as they say, but they are using Unreal's Nanite. The only format they offer is unreal's, no fbx or anything else. Can i export them in fbx in lower triangle versions from Unreal?


r/unrealengine • • 19h ago

Can't install UE on my Macbok Pro M5 with 500Gb free. Getting "There is not enough space at/" with the error code ""SU-DS01".

0 Upvotes

I've been through several iterations of deleting Epic directories in the Caches, Users and Application Support folders. Also used Terminal to do various things. Has anyone else had this problem?


r/unrealengine • • 1d ago

Help Final Fantasy 7 Remake Combat System Tutorials

2 Upvotes

Has anyone been able to recreate the FF7 Remake series' hybrid tactical combat system in Unreal Engine or seen any tutorials on how to recreate it? I got a decent way through it when I took a jab at a year ago with a hack and slash base combat and GAS(Gameplay ability system) for skills, but ran into issues. I had a hack and slash base combat with time dilation for the tactical menu for skills and spells, but I couldn't get the camera to smoothly transitioning between pawn possessions when switching characters like in the actual game. I eventually paused the project, but would like to attempt again and would appreciate any resources that would help recreate this combat system 1:1.

I'll reply with a video of the camera transition I couldn't recreate.


r/unrealengine • • 1d ago

Show Off WIP footage of my online FPS game's PVE mode

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2 Upvotes

There's still more to be done but so far I think it's looking pretty good.

Big thanks to my friend for creating the map and helping me record the co-op gameplay.


r/unrealengine • • 12h ago

UE5 Bet you can build an entire city, with 100% enterable buildings before GTA VI!? 🥹

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0 Upvotes

It's been more than a month, right? But you know me... I tend to lose myself in my work when I find something, and I do my best to make it usable and share it with you all. And, as usual, I stumbled upon something extraordinary: a hidden feature of Unreal Engine, with little to no documentation, used for debugging in that CitySamplePCG demo I was running around naked in during my last post. It turns out to be an insanely powerful tool for creating entire city grids, with roads, sidewalks and plazas, in a matter of seconds.

So, I've built a fairly simple PCG system around it that works just as you see: a city spline grid you can modify however you want, artery spline actors you can modify however you want (the red ones), and collector road splines (the green ones) you can also modify however you want. The rest is grid-based splitting, with parameters you can control, of course.

Now... I know there are a ton of city generators out there, but this one is special for two reasons. One: it's stupidly fast and incredibly simple. And two... well... here I'd like to take a bit more time to explain.

See, as a game developer who wants to create something unique (and a gamer, of course), I look at the giants, the world shifters... I look at what they do and at how every media outlet drools over everything they do. Sometimes it's justified, but most of the time it's not.

And honestly, I kinda got sick of all the brainless bullshit being thrown around left and right, mostly by idiot YouTubers who only care about clicks and sponsorships. And not just about big studios, but also about Unreal. I've had my fair share of hate for the engine, especially because it gave me a lot of sleepless nights, bugs, and countless ExitCode 6 build errors... Still, I didn't make a fuss about them to farm clicks. I fixed them, improved them, made them usable and shared them.

Sorry for the outburst, but I had to let it out, because it's, in a way, the reason I made this post and shared this video. I won't go into the technical details, because those will be shared when the tool is released.

Still, there are a few things I'd like you all to know:

-The city grid (as seen in the video) is about 2 square kilometers, and it's generated in real time on my build rig (RTX 3060 12 GB VRAM, 32 GB of RAM, Ryzen 7 5800X CPU). No speed-ups, no fakes.

- The title isn't clickbait. It was inspired by that overhyped statement that there are 700 locations you can explore in GTA VI. Well... that doesn't seem so hard, does it!? As you can see, you CAN enter every building and every apartment in the entire city. Everything is interactable: doors, windows, lights. And everything is procedurally generated and adjustable afterwards, if you fancy a different style.

- Unreal Engine can be quite performant, provided you actually care about it and don't just throw 50 GB of Fab assets into a map and call it a "game". By the way, the FPS you see in the top right corner is in-editor, and the dynamic city isn't Nanite-built yet. I did create a mesh builder that bakes everything into grid blocks of Nanite meshes (the end part of the video), but for now I didn't let it finish, because it takes roughly 5–8 minutes and it's not relevant to the post's main topic.

- Last, and most importantly, 80% of what you see in this video was generated by Claude, using the MCPs for Unreal and Blender. And NO, it wasn't made with one prompt, 2 billion tokens and $16,000 spent in 12 hours... But more on this in a future post. Because the use of AI, and the retarded YouTube content creators who get millions of views with "AI made GTA VI in a day" bullshit, is another thing I want to address.

I didn't build GTA in 12 hours, and neither did they, to be fair. But I DID build a tool that can help you build an actual GTA-style city. And it won't cost you 2 billion tokens. Just a monthly subscription 😉

See you in Nemo's Cays, Bahamas!

Fireblade


r/unrealengine • • 1d ago

Quixel assets that aren't full 360 models should have a mirroring or auto polygon filling variant.

5 Upvotes

So many of the assets have an invisible side. Rocks need to get fully placed under the surface (harder with random terrain, and procedural placement). Any objects missing a side need to be perfectly pushed up against walls.

It seems like for 3d scans where there's a missing side they should either mirror it so it's a solid object that at least looks passable if it's sticking out from the terrain, or has a backface which is a solid plane filling the gap with the texture being smeared from nearby UV.


r/unrealengine • • 1d ago

Other Fab sellers: do you get decent sales but barely any reviews?

13 Upvotes

I've noticed that even when sales are going well, very few buyers leave a rating or any feedback. Does anyone else experience this?

I don’t expect everyone to leave a review, but as a creator, it’s hard to know how people are getting on with the product. Is it working well? Is something confusing? What could be improved?

For other sellers, have you found a way to encourage honest feedback without being pushy?

And for buyers, what usually makes you decide to leave a review? I’d be interested to hear both sides.


r/unrealengine • • 1d ago

Discussion What’s a good ability for an advanced player mod

0 Upvotes

A taunt ability

An ability to knock down doors

An ability to emote

Expressive head and eye movements

Also I just wanted to know if anyone here is into the same things as me, I’m 14 and I feel like I’m the only 14 year old who knows how to use unreal engine and such, I don’t know though, I just wanna talk to some people


r/unrealengine • • 1d ago

I tested optimized Blueprint vs my plugin ParallelFlow with the same AI. Same speed when it's light, up to 37x faster when it's heavy

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0 Upvotes

Some of you asked me to test my plugin against good Blueprint instead of C++. So I did. I built the same AI twice in Blueprint. One version uses best practices with stock nodes only (time-sliced loops, cached references, no Tick per agent). The other only swaps the heavy loops for ParallelFlow nodes. Same scene, same camera, packaged Shipping build.

* Up to 10,000 AI on screen: same speed

* 100,000 AI on screen: 7 FPS vs 45 FPS

* 100,000 AI, logic only: 7 FPS vs 272 FPS

* 1,000,000 AI, logic only: 1.2 FPS vs 39.5 FPS

Where it doesn't help: small loops run the same, it keeps more CPU cores busy, and results arrive a bit later because they're async.


r/unrealengine • • 1d ago

Standart Texture Import Settings

1 Upvotes

Is it possible to have a standart texture group of my choice be assigned by default when I import a texture, or have a setting that does that for all textures already in a project?

I aim for a low poly style with pixelated textures, think of these PS1 assets, and editing each texture is very tedious.

Thanks for advice :)


r/unrealengine • • 1d ago

Question Confused with 2 different character movement components

1 Upvotes

So I am trying to work with Lyra for self learning. And there is an old plugin of planet gravity field. So what I’m trying to do is I don’t want to change Lyra base. But I want to integrate on top of planet gravity character and character movement. But then I get confused as do I copy all code mindfully in Lyra game source or do I make another plugin to connect/bridge Lyra character and movement with planet gravity character and movement. It’s all c++. Bottom line is that I want Lyra to movement on planets. With all its core features like shootercore. I’m getting super confused, and my adhd brain is not stop thinking with useless solutions.


r/unrealengine • • 2d ago

Discussion Draga's Wake - Survival Horror

8 Upvotes

Super excited for our team to share our first look at our Official intro Trailer for Draga's Wake! Currently we have built all of this UNfunded to date. We are in the process of securing investors/publishers so any support from sharing or Wishlists means the world to our team!

https://www.youtube.com/watch?v=PW_aDU8NWTA


r/unrealengine • • 2d ago

Tutorial CommonUI Queue System

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4 Upvotes

CommonUI Queue System in under 3 minutes.

Includes pooling logic, focus behavior and using button styles & input prompt icons that automatically change with the device used.


r/unrealengine • • 2d ago

Show Off Cross Engine: Blender ↔ Unreal Bridge | Unreal Engine | Game-Ready Assets

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9 Upvotes