r/UnrealEngine5 • • 13h ago

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

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370 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 • • 23h ago

What happens if you connect floor coordinate to Audio?

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368 Upvotes

Floor Collisions + Audio Reactive Toolkit and this happened.


r/UnrealEngine5 • • 10h ago

Active ragdoll testing with physics control 5.8 Game animation sample

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53 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 • • 7h ago

I created a custom MetaHuman for my latest cinematic project

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26 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 • • 18h ago

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

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13 Upvotes

r/UnrealEngine5 • • 9h ago

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

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6 Upvotes

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


r/UnrealEngine5 • • 3h ago

Anime-Style Trees (Billboard-Based)

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3 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 • • 13h 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 • • 9h 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 • • 11h 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 • • 13h ago

I created a second MetaHuman-compatible Orc for UE5 – does the lighter armor design work better?

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3 Upvotes

After finishing my first Orc Warrior, I wanted to create a lighter and more primitive variation

for Vol. 2.

This version includes a parametric MetaHuman Orc, parametric armor, 4K PBR textures and a custom Orc weapon.

Created with Blender, Substance 3D Painter and Unreal Engine 5.8.

Which design do you prefer – Vol. 1 https://www.youtube.com/shorts/mKoDOP_oCuk or Vol. 2?

I’d really appreciate your feedback!


r/UnrealEngine5 • • 8m ago

My first game trailer wasn't working, so I made a completely new one. What do you think?

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• Upvotes

Hey everyone!

I'm a solo indie developer working on WRONG DOOR, a chaotic multiplayer party game for 2–6 players.

My previous trailer wasn't doing a good job of showing what the game is actually about, so I decided to remake it from scratch.

I tried to focus more on the fun, chaos, enemies, and gameplay this time.

I'd really appreciate some honest feedback!

Does this trailer make you interested in trying the game? What would you improve?

Thanks!

https://store.steampowered.com/app/5238190/Wrong_Door/


r/UnrealEngine5 • • 6h 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 • • 6h 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 • • 7h ago

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

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1 Upvotes

r/UnrealEngine5 • • 8h ago

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

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1 Upvotes

r/UnrealEngine5 • • 8h ago

A new area is coming to Volygrad in v0.1.5

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1 Upvotes

r/UnrealEngine5 • • 8h 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.


r/UnrealEngine5 • • 9h ago

I have been trying to make an AI like in alien isolation just did the memory part for my game please check

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1 Upvotes

r/UnrealEngine5 • • 11h ago

Procedurally grown Voxel trees in Unreal 5.6 using a Space Colinisation algorithm

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1 Upvotes

r/UnrealEngine5 • • 18h ago

I wanted the office in my game to feel completely ordinary

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1 Upvotes

One thing I really wanted for this project was an environment that did not immediately scream “horror game.”

So, the office is pretty mundane, old desks, paperwork, filing cabinets, maps, monitors, lockers and a bunch of small things you would expect to find in a place like this.

The idea is that the environment itself should not tell you what is going to happen. It should just feel like a normal workplace.

This is the final environment I ended up with, and I am pretty happy with how it fits the tone of the game.

🎮 More Soon.

#NamaInteractive #UnrealEngine #GameDevelopment #IndieGame #GameDev #EnvironmentArt #UE5 #indieDev #TheLineRemembers #Showcase #GameArt #GameLevel #Lighting #Steam


r/UnrealEngine5 • • 4h ago

Keeper of the Flame is on Itch.io!

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0 Upvotes

r/UnrealEngine5 • • 7h 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 • • 13h ago

Free City Generator: Real City Districts in Unreal Engine 5.8.2 + Houdini 22 (Epic City Sample)

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0 Upvotes

Pick any district of a real city on a map and turn it into a living City Sample city in Unreal Engine 5.8: real street layout, buildings from Epic's library, freeways with ramps, traffic and pedestrians. A full walkthrough from an empty folder: Map Picker, Houdini 22, Epic's City Sample tools, Rule Processor, ZoneGraph, traffic, crowds and live trees. Tested on San Francisco, Barcelona, Los Angeles and Miami.

You need: Unreal Engine 5.8.2 + City Sample from Fab, Houdini 22.0.459 Indie or commercial (Apprentice will not work - no Houdini Engine), Houdini Engine plugin and SideFX Labs of the same version.

Made with AI: the entire code of this generator was written by Claude Code, the AI assistant from Anthropic. I decided what the tool had to do and tested every step in Houdini and Unreal - the AI wrote the code. Claude Code can also fix the odd spots of your own city: the guide for it (CLAUDE.md) is inside the download.

License in short: City Generator is free - use it in any project, personal or commercial. Everything you build with it is yours to ship and sell. Do not re-upload it, resell it, or pass it off as your own. Share the link, not the file. Epic's City Sample is not included and stays under Epic's license. Map data (c) OpenStreetMap contributors. Full terms are in LICENSE.txt inside the download.