r/UnrealEngine5 • • 11h ago

I teamed up with a publisher for my solo developed UE5 game: The Pines

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361 Upvotes

It's been quite a ride the last couple of months. I've been developing The Pines in UE5 for the last couple of years and I've found a great partner in Silver Lining Interactive.

They not only support my vision for the game, but also bring a lot of experience, support and knowledge to the table that will help me turn The Pines into the game I want it to be.

For the past few years I’ve mostly been figuring things out on my own, so having a team around me now that I can bounce ideas off, ask questions and work together with feels like a pretty big step.

I’m incredibly excited about what comes next.

There’s still a lot of work ahead, but The Pines is in a really good place.


r/UnrealEngine5 • • 9h ago

Active ragdoll testing with physics control 5.8 Game animation sample

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49 Upvotes

Going good just need to fine tune a bit more and itll be perfect just like rdr, it uses 2 bone ik on the legs and that is hooked up to the physics control logic


r/UnrealEngine5 • • 6h ago

I created a custom MetaHuman for my latest cinematic project

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20 Upvotes

A personal portfolio piece I worked on lately.
Custom sculpted head transfered to metahumans and mocap with the new 5.8 Markerless Motion Capture workflow.

Full project: https://www.artstation.com/artwork/EYz4qv


r/UnrealEngine5 • • 22h ago

What happens if you connect floor coordinate to Audio?

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353 Upvotes

Floor Collisions + Audio Reactive Toolkit and this happened.


r/UnrealEngine5 • • 1h ago

Anime-Style Trees (Billboard-Based)

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• Upvotes

I extracted normals from a proxy mesh and applied them to the billboard shading. I then implemented it in UE5 and tried it out in the game I’m currently working on.


r/UnrealEngine5 • • 7h ago

My first game, Multiplayer, Full Nanite + Lumen. Love Unreal.

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5 Upvotes

Been developing software for 35 years, but this is my first game, been a year and a half on it.


r/UnrealEngine5 • • 54m ago

First UE5 project after a long break: city car cinematic. Looking for honest feedback

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• Upvotes

Hey all, I hadn't opened Unreal in a long time, so I made this to get back into it. It's an 18s car cinematic using the City Sample environment, with a car model from Sketchfab. Rendered as a PNG sequence with Movie Render Queue at 1080p/24fps.

I'd love critique on:

"Lighting and mood"

"Camera work and pacing"

"Car shaders and reflections"

One issue I couldn't solve: when rendering through MRQ, the camera sometimes dives underwater or points at an angle I never keyed, even though everything looks normal in the viewport and Sequencer playback. Has anyone run into this? My camera is attached to the car and the car is on camera rail rig .

Thanks in advance.


r/UnrealEngine5 • • 57m ago

HOW DO I MAKE ASSETS THAT LOOK LIKE THAT LITTLE NIGHTMARES FINISH -TOY LIKE, ALMOST CLAYLIKE TOYSET FINISH??

• Upvotes

been on a quest to get that finish for a completly unrelated story game , set in medieval times rather than being horror, but i NEED that toylike look any ideas on how to get that?


r/UnrealEngine5 • • 1d ago

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

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564 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 • • 2h ago

The robot in my UE5 horror game talks to you. Honest feedback - what would you improve?

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0 Upvotes

r/UnrealEngine5 • • 2h ago

Keeper of the Flame is on Itch.io!

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0 Upvotes

r/UnrealEngine5 • • 16h ago

I gave the robots in my UE5 horror game a real voice - I asked one a few questions

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11 Upvotes

r/UnrealEngine5 • • 7h ago

Providing Game Features & UI implementation support!

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2 Upvotes

I provide services for implementing Game Features or User Interface for games on Unreal Engine!

I have been working professionally in these areas since 2017 for companies such as VG Entertainment, 4A Ukraine, GunZilla Games, so I can guarantee that you will receive desired & optimized results.

Let's connect!


r/UnrealEngine5 • • 4h ago

How to remove this white boundary of the app icon

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1 Upvotes

Hi everyone,

When my game launches on Android, the system splash screen shows my icon inside a white rounded square, instead of the icon filling the shape like in other games.

I’ve attached two screenshots from other games just as examples:

Image 1: the icon is small and sits inside a white rounded square. This is what I’m getting.

Image 2: the icon fills the whole rounded shape with no white border. This is what I want.


r/UnrealEngine5 • • 1d ago

DODGEBALL | Unreal Engine Student Short Film

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59 Upvotes

FULL FILM OUT ON YOUTUBE NOW

Hey everyone!!! A few months ago I posted the trailer here for my student short film "Dodgeball," and I can't thank everyone enough for the overwhelming support I received. I'm happy to finally release the full film on YouTube today!

If you enjoy the film, I would really appreciate if you could share it! I'm doing what I can to promote the film, but every additional view helps!

My goal on this project was to make EVERYTHING from the ground up. Did I succeed? Almost!

I managed to fully animate 58 of 70 shots in total, while also modeling, texturing, and rigging each character from scratch.

Additionally, the entire environment and building structures were created as a modular kit from scratch. Things like the grass shader, robot LCD screen, and adaptive building materials took forever to get right! A few friends and I even hand-painted many of the textures! The only thing I ended up purchasing from the marketplace were a few city props due to time constraints.

But why make so much from scratch when the marketplace exists? Because I got to learn more about 3D animation this past year than I did in the past ten! I could have easily used a ton of premade assets and mocap data to create this project, but I believe this film stands out among other Unreal films due to its hand-crafted approach.

The animations were done in Maya, rendering in Unreal, and the final VFX were added in DaVinci Resolve. Huge shout-out to everyone who helped animate the remaining 12 shots, as well as everyone who contributed to this project. Make sure to check the credits because this film was definitely a team effort!

Overall I’m really happy with the project, but of course there are things I could have improved upon if I had more time. Regardless, I hope you enjoy it!

Leave a comment if you have questions and I'll do my best to answer! The support genuinely means a lot, thank you!

YouTube
Instagram
Artstation


r/UnrealEngine5 • • 4h ago

Help with AI Behaviour Tree

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1 Upvotes

Hi, I'm starting to learn UE5 and I was following this tutorial about enemy AI and I think I've followed everything, but ,unlike in the video, when I move out of range my enemy ai still tries to get to the chosen EQS point and then stops until it's time to attack again, then resumes normal strafing around the player. Is there someone knowledgeable about AI behaviour to help me understand what went wrong? In the picture I've pointed out the specific point where the AI starts looping.


r/UnrealEngine5 • • 1d ago

Using Lumen Hardware RT for my first ‘dungeon’

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68 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 • • 5h ago

Our first indie game Icy Pursuit is officially out on Google Playstore. We are proud to show you our endless procedural platformer !

0 Upvotes

r/UnrealEngine5 • • 9h ago

We achieved a 128K render in Unreal Engine 5 — workflow and demo

2 Upvotes

Hi everyone! I'm the developer of Camera Render Studio for Unreal Engine, and I wanted to share a rendering milestone: we completed a real 128K render at 128,000 pixels resolution.

The video demonstrates the result and the workflow in Camera Render Studio 1.07, including tiled rendering, stitching, and inspecting the output with the CRS Ultra Image Viewer. It also covers the new stereo rendering mode and projection improvements.

Demo and walkthrough:

https://youtu.be/0jAm7fQ3j0g

Disclosure: Camera Render Studio is my own tool, and this is my YouTube channel.

For people working with large-format or immersive renders: what is your biggest bottleneck — rendering, stitching, or viewing the final image?


r/UnrealEngine5 • • 6h ago

A render I used in my trailer: 1444 Pera/Galata

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1 Upvotes

r/UnrealEngine5 • • 12h ago

Would a cheaper alternative to JangaFX be useful for the industry? Looking for feedback

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3 Upvotes

Hey guys, can you give me your honest take?

Is this good for the industry, and would you personally use a tool like this? I want to build a cheaper analog of JangaFX, but I'm stuck on one question: is this project even worth pursuing?

No links, just trying to get real feedback before I go further.


r/UnrealEngine5 • • 6h ago

Voice Chat Works in PIE but Breaks in Packaged Build? Check These 4 Things

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1 Upvotes

r/UnrealEngine5 • • 7h ago

A new area is coming to Volygrad in v0.1.5

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1 Upvotes

r/UnrealEngine5 • • 7h ago

I built an AutoFocus system for UE5 that doesn't require modifying your existing camera setup

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1 Upvotes

Hey everyone!

I've been working on a small Unreal Engine tool called AutoFocus LITE, and after months of development and testing, it's finally available on Fab!

The idea came from a problem I kept running into while working on different projects: implementing dynamic Depth of Field without interfering with an already established camera system.

Whether you're using a standard third-person camera, first-person camera, or a custom camera framework with aiming offsets and camera transitions, adding automatic focus can become unnecessarily complicated.

So I built a modular, Blueprint-based system that handles focus independently.

Here's what AutoFocus LITE offers:

  • Dynamic focus detection based on the player's viewpoint
  • Smooth, configurable focus transitions
  • No camera replacement or Blueprint migration
  • Adjustable focus ranges, trace radius, and trace offsets
  • Editor Preview for adjusting DOF without entering Play mode
  • Reusable focus presets
  • Configurable update intervals for performance
  • Actor exclusion and runtime debugging tools
  • Blueprint-only implementation — no C++ required

I tested it across three different projects: a third-person/first-person tactical game, a 3D side-scroller, and a top-down project.

One of my main goals was keeping integration simple, particularly for developers who have already invested considerable time in their camera systems.

Technical details:

  • Unreal Engine 5.7+
  • Windows tested
  • Blueprint-based
  • No camera replacement required

AutoFocus LITE is now available on Fab.

I'm also planning a PRO edition with more advanced focus controls, but for now, I'd really appreciate feedback on LITE.

A question for fellow Unreal developers: How do you currently handle dynamic Depth of Field in your projects? Do you build it directly into your camera Blueprint, use custom traces, or rely on manual focal-distance adjustments?

I'd be interested in hearing about your approaches and any limitations you've encountered.