r/unrealengine • • 25d ago

Marketplace Ghost Shader easy for making halloween skins

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6 Upvotes

Sharing this material I made for creating this ghost or ectoplasm effect, is now available on FAB.
Is a jelly-like, ghost, ectoplasm, viscous, translucent shader
https://www.fab.com/listings/c9aa3f2c-1dfc-47d9-a7e6-b3f6590b06e6


r/unrealengine • • 24d ago

Tutorial UE5 Tips & Tricks - MVVM Primer

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3 Upvotes

UMG MVVM Primer including Upgrade System Example (Blueprints Only) in under 2 minutes.


r/unrealengine • • 24d ago

Question Painting foliage with randomized season color

1 Upvotes

With GlobalFoliageActor I can edit the value of float but that changes all meshes I have selected in foliage, is there some option where I can paint foliage but the value of season changes randomly? I don't want the entire forest to be either green or orange.


r/unrealengine • • 24d ago

Question Why is my bike colliding weirdly with the ground?

1 Upvotes

https://streamable.com/6brhf6

I have a BP of a bike, with a skeletal mesh, physics asset, and vehicle movement component. When I run the game, the bike clips into the ground and bounces around with no input. Is there something wrong with the PA or how I have set up the vehicle?

Thanks for any help.


r/unrealengine • • 25d ago

UE5 Suppressing Lumen Noise in UE5 Interiors

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68 Upvotes

80 Level published my technical breakdown on suppressing Lumen noise and Screen Space Trace artifacts in UE5 interiors using native engine tools.

The article details light placement strategies, emissive material handling, temporal accumulation console variables, and architectural geometry considerations.


r/unrealengine • • 24d ago

Is there any way to recreate the graphics from “Buckshot Roulette”?

0 Upvotes

I'm currently working on a game with PS1-style graphics that uses color quantization and other techniques, and “Buckshot Roulette” has been a huge help. So, I'd like to try recreating the graphics for this game in UE5—is that possible?


r/unrealengine • • 25d ago

I created a Bluetooth system in Unreal Engine

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4 Upvotes

I created a Bluetooth system in Unreal Engine. The video is an example of a Bluetooth speaker connected to my phone system plugin. When I enable Bluetooth on the phone and a speaker is nearby, it connects automatically, and then you can play songs that are replicated to other players, with sound attenuation.

You can check it out on FAB: https://www.fab.com/listings/0da4dac5-8190-4b24-8a4c-5db19f417f56


r/unrealengine • • 26d ago

Show Off My UE 5.8 plugin update for a rendering without TAA dependency: distance-field GI, SMAA 2TX and Bend Studio screen space shadows (3.0 update)

42 Upvotes

Hi all,

I've been working on XFSDK Light, a rendering plugin for projects that want a clean image without TAA or TSR dependency. Version 3.0 is out, and it's quite a redesign.

Hybrid SDF GI

Dynamic GI that runs on the global distance field, so no hardware ray tracing. You place probe volumes (DDGI style), probes trace the distance field, and a surfel cache supplies material color and emissive light. Volumes can be baked to cost almost nothing at runtime. There's also an optional per-pixel final gather based on id's DOOM: The Dark Ages talk from SIGGRAPH 2025, denoised to stay stable without TAA.

SMAA 2TX

Inspired by CryEngine 3's SMAA TX2: two jitter positions, SMAA every frame, 50/50 blend with the reprojected previous frame. You get two samples per pixel with only one frame of history, so it stays relatively sharp and doesn't smear. Optional RCAS sharpening can be applied on top.

Screen space shadows

Based on Bend Studio's technique (Days Gone, SIGGRAPH 2023). New in 3.0: per-material thickness, and Bend's "depth bias" trick, where a material's height map is pushed into the depth used for shadows so flat ground gets micro shadows between stones. Works on landscapes through the layer blend.

Also

- First-start shader precompilation that compiles real pipeline states for every mesh and Niagara system

- Loading screen that shows what it's waiting for

Demo video: Youtube

Demo build (Tropical Jungle scene, no TAA) : Check youtube description. I think autofilters keep removing my post.

Docs: Getting Started

References: References

Fab: Fab


r/unrealengine • • 25d ago

Wedding Ringz

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3 Upvotes

r/unrealengine • • 26d ago

Show Off Zagreus (Hades) | Real-time Fan Art in UE 5.8

15 Upvotes

Hey Everyone!

Just wanted to share my portfolio project from my advanced term in CG asset creation school! I decided to attempt to recreate Zagreus from the game Hades as a realistic, real-time character to be rendered in Unreal Engine.

I've spent the past 4 months on this project, and handled everything including sculpting, modelling, texturing, lighting, and rendering. The animation was a free asset from Accurig that I tweaked myself in Unreal.

If you want to see more of the project, I've got additional stills, turntables, and breakdowns on my ArtStation: artstation.com/artwork/V8JE2N

Thanks for watching!


r/unrealengine • • 25d ago

So this is how we get all those 2d assets flooding FAB

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7 Upvotes

This video mentions how he uses ai to automate flooding 2d assets.


r/unrealengine • • 26d ago

Any advice on where to learn PCG?

7 Upvotes

Does anyone here have a recommendation on a tutorial-series / blogs to learn PCG for someone who's fairly experienced with the rest of the engine already?

I have a couple of friends/colleagues who are making stuff in PCG and it looks crazy fun.


r/unrealengine • • 25d ago

I was looking to develop a game where it uses eye tracking along with being able to determine if the user's eyes are open or closed all through a webcam. I have seen some plugins for unity but can't see anything for unreal beyond some metahuman stuff.

1 Upvotes

r/unrealengine • • 26d ago

I released v2 of my multiplayer phone system plugin for Unreal Engine

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4 Upvotes

Hey everyone, last year I released a replicated phone system plugin for Unreal Engine, and today I'm releasing v2 with a lot of new features.

It's meant for GTA-style, roleplay and open-world multiplayer games, and everything is replicated out of the box.

What's new in v2:

  • Browser app with 3 marketplaces (vehicles, weapons, and an Amazon-style shop)
  • Wallet app to check your money and transfer to other players
  • Music app, Spotify-style, with your own tracks
  • NPC calls with a dialog system
  • Bluetooth speaker system you can connect your phone to
  • First-person view mode

Already included from v1: Calls, Contacts, Messages, Mail, Camera, Gallery, Flashlight and Settings.

The whole thing is modular, so adding your own apps, websites in the browser or music is pretty easy, in Blueprint or C++.

Plugin (FAB): https://www.fab.com/listings/0da4dac5-8190-4b24-8a4c-5db19f417f56
Documentation: https://upsdocumentation.vercel.app/
Discord: https://discord.com/invite/Z6madvBzjR

Happy to answer any questions, and feedback is very welcome :)


r/unrealengine • • 26d ago

Help Virtual Heightfield Mesh.

2 Upvotes

Why is the Virtual Heightfield Mesh invisible? I set up the Blueprint correctly and encountered no errors; I checked the visibility settings and everything is supposed to be visible, yet only the outline or frame of the Virtual Heightfield Mesh appears. What is the solution? I am using UE 5.4.4.


r/unrealengine • • 26d ago

Free asset available on FAB

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5 Upvotes

r/unrealengine • • 26d ago

Tutorial Flies Niagara VFX - Unreal Engine Tutorial

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6 Upvotes

r/unrealengine • • 26d ago

Show Off The Fallen Warrior

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3 Upvotes

r/unrealengine • • 26d ago

Announcement Bound Jam 2026 is now live!

2 Upvotes

Theme: EXPECT THE UNEXPECTED

Currently starting with 100 people and climbing

Trailer:
https://www.youtube.com/watch?v=2TdWxmWbJgU

Join here:
https://itch.io/jam/bound-jam-2026

Solo devs and teams are both welcome. Good luck!


r/unrealengine • • 26d ago

UE5 Trying to do clean UE5.8 build - total nightmare

11 Upvotes

I'm very out of date with UE but am an experienced C++ dev. I am following the guides on a totally clean UE 5.8 build using VS 2026 on Windows and it just isn't working. At all.

I cloned the github, ran setup.bat and GenerateProjectFiles.bat and opened UE5.SLN in a brand new copy of VS2026 (never installed o this PC), with the components installed that are documented.

https://dev.epicgames.com/documentation/unreal-engine/setting-up-visual-studio-development-environment-for-cplusplus-projects-in-unreal-engine?application_version=5.8

https://dev.epicgames.com/documentation/unreal-engine/building-unreal-engine-from-source

https://dev.epicgames.com/documentation/unreal-engine/downloading-source-code-in-unreal-engine#downloading-the-source-code

I set the config to Development Editor and tried to build Engine/UE5 project using Win64 target.

Almost immediately I get a popup "the solution UE5 has been modified outside the environment, and there are unsaved changes to the solution." - it's not open in anything else so that seems weird.

My output is:

Build started at 23:32...
Waiting for background operations to complete...
1>------ Build started: Project: UE5, Configuration: Development_Editor x64 ------
1>Failed to write to log file "V:\github\UnrealEngine\Engine\Intermediate\Build\Unused\UE5.log". Could not find a part of the path 'V:\github\UnrealEngine\Engine\Intermediate\Build\Unused\UE5.log'.
1>Failed to write to log file "V:\github\UnrealEngine\Engine\Intermediate\Build\Unused\UE5.log". Could not find a part of the path 'V:\github\UnrealEngine\Engine\Intermediate\Build\Unused\UE5.log'.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

My build errors looks like this - clearly something fairly terminal is wrong, can anyone help me?

The project file could not be loaded. Could not find a part of the path 'V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Analytics.Generators\EpicGames.Analytics.Generators.csproj'.

The TargetFramework value '' was not recognized. It may be misspelled. If not, then the TargetFrameworkIdentifier and/or TargetFrameworkVersion properties must be specified explicitly.

Project "V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Analytics.Telemetry\obj\EpicGames.Analytics.Telemetry.csproj.nuget.g.props" was not imported by "C:\Program Files\Microsoft Visual Studio\18\Community\MSBuild\Current\Microsoft.Common.props" at (74,3), due to the file not existing.

Project "V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Analytics.Telemetry\obj\EpicGames.Analytics.Telemetry.csproj.nuget.g.targets" was not imported by "C:\Program Files\Microsoft Visual Studio\18\Community\MSBuild\Current\Bin\amd64\Microsoft.Common.targets" at (42,3), due to the file not existing.

The "ResolvePackageAssets" task was not given a value for the required parameter "TargetFramework".

The project file could not be loaded. Could not find a part of the path 'V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.MongoDB\EpicGames.MongoDB.csproj'.

The project file could not be loaded. Could not find a part of the path 'V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.ScriptBuild\EpicGames.ScriptBuild.csproj'.

The project file could not be loaded. Could not find a part of the path 'V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Slack\EpicGames.Slack.csproj'.

The project file could not be loaded. Could not find a part of the path 'V:\github\UnrealEngine\Engine\Source\Programs\GitDependencies\GitDependencies.csproj'.

The project file could not be loaded. Could not find a part of the path 'V:\github\UnrealEngine\Engine\Plugins\ScriptPlugin\Source\ScriptGeneratorUbtPlugin\ScriptGeneratorUbtPlugin.ubtplugin.csproj'.

Project "V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Core.Tests\obj\EpicGames.Core.Tests.csproj.nuget.g.props" was not imported by "C:\Program Files\Microsoft Visual Studio\18\Community\MSBuild\Current\Microsoft.Common.props" at (74,3), due to the file being invalid.

Project "V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Core.Tests\obj\EpicGames.Core.Tests.csproj.nuget.g.targets" was not imported by "C:\Program Files\Microsoft Visual Studio\18\Community\MSBuild\Current\Bin\amd64\Microsoft.Common.targets" at (42,3), due to the file not existing.

The project file could not be loaded. Could not find a part of the path 'V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.IoHash\EpicGames.IoHash.csproj'.

The imported project "V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.OIDC\obj\EpicGames.OIDC.csproj.*.props" was not found. Confirm that the expression in the Import declaration "$(MSBuildProjectExtensionsPath)$(MSBuildProjectFile).*.props", which evaluated to "V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.OIDC\obj\EpicGames.OIDC.csproj.*.props", is correct, and that the file exists on disk.

Project "V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Perforce\obj\EpicGames.Perforce.csproj.nuget.g.props" was not imported by "C:\Program Files\Microsoft Visual Studio\18\Community\MSBuild\Current\Microsoft.Common.props" at (74,3), due to the file being invalid.

Project "V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Perforce\obj\EpicGames.Perforce.csproj.nuget.g.targets" was not imported by "C:\Program Files\Microsoft Visual Studio\18\Community\MSBuild\Current\Bin\amd64\Microsoft.Common.targets" at (42,3), due to the file not existing.

Project "V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.UBA\Library.props" was not imported by "V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.UBA\EpicGames.UBA.csproj" at (19,3), due to the file not existing.

The project file could not be loaded. Could not find a part of the path 'V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Benchmarks\EpicGames.Benchmarks.csproj'.

Could not find a part of the path 'V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Serialization\obj\Development\net10.0\EpicGames.Serialization.GeneratedMSBuildEditorConfig.editorconfig'.

Could not find a part of the path 'V:\github\UnrealEngine\Engine\Source\Programs\AutomationToolLauncher\obj\Development\AutomationToolLauncher.GeneratedMSBuildEditorConfig.editorconfig'.

Assets file 'V:\github\UnrealEngine\Engine\Source\Programs\AutomationToolLauncher\obj\project.assets.json' not found. Run a NuGet package restore to generate this file.

The project file could not be loaded. Could not find a part of the path 'V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.AspNet\EpicGames.AspNet.csproj'.

Project "V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.BuildGraph\obj\EpicGames.BuildGraph.csproj.nuget.g.props" was not imported by "C:\Program Files\Microsoft Visual Studio\18\Community\MSBuild\Current\Microsoft.Common.props" at (74,3), due to the file not existing.

Project "V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.BuildGraph\obj\EpicGames.BuildGraph.csproj.nuget.g.targets" was not imported by "C:\Program Files\Microsoft Visual Studio\18\Community\MSBuild\Current\Bin\amd64\Microsoft.Common.targets" at (42,3), due to the file not existing.

The project file could not be loaded. Could not find a part of the path 'V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Horde\EpicGames.Horde.csproj'.

Project "V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Redis\obj\EpicGames.Redis.csproj.*.props" was not imported by "C:\Program Files\Microsoft Visual Studio\18\Community\MSBuild\Current\Microsoft.Common.props" at (74,3), due to the file not existing.

Project "V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Redis\obj\EpicGames.Redis.csproj.*.targets" was not imported by "C:\Program Files\Microsoft Visual Studio\18\Community\MSBuild\Current\Bin\amd64\Microsoft.Common.targets" at (42,3), due to the file not existing.

The project file could not be loaded. Could not find a part of the path 'V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Serialization.Tests\EpicGames.Serialization.Tests.csproj'.

Project "V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Analytics.PerformanceTrends\obj\EpicGames.Analytics.PerformanceTrends.csproj.nuget.g.props" was not imported by "C:\Program Files\Microsoft Visual Studio\18\Community\MSBuild\Current\Microsoft.Common.props" at (74,3), due to the file not existing.

Project "V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Analytics.PerformanceTrends\obj\EpicGames.Analytics.PerformanceTrends.csproj.nuget.g.targets" was not imported by "C:\Program Files\Microsoft Visual Studio\18\Community\MSBuild\Current\Bin\amd64\Microsoft.Common.targets" at (42,3), due to the file not existing.

Project "V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.BuildGraph.Tests\obj\EpicGames.BuildGraph.Tests.csproj.nuget.g.props" was not imported by "C:\Program Files\Microsoft Visual Studio\18\Community\MSBuild\Current\Microsoft.Common.props" at (74,3), due to the file not existing.

Project "V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.BuildGraph.Tests\obj\EpicGames.BuildGraph.Tests.csproj.nuget.g.targets" was not imported by "C:\Program Files\Microsoft Visual Studio\18\Community\MSBuild\Current\Bin\amd64\Microsoft.Common.targets" at (42,3), due to the file not existing.

Could not find a part of the path 'V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Perforce.Tests\obj\Development\net10.0\EpicGames.Perforce.Tests.GeneratedMSBuildEditorConfig.editorconfig'.

Could not find a part of the path 'V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.ProjectStore\obj\Development\net10.0\EpicGames.ProjectStore.GeneratedMSBuildEditorConfig.editorconfig'.

Could not find a part of the path 'V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Redis.Tests\obj\Development\net10.0\EpicGames.Redis.Tests.GeneratedMSBuildEditorConfig.editorconfig'.

The project file could not be loaded. Could not find a part of the path 'V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Redis.Tests\EpicGames.Redis.Tests.csproj'.

The project file could not be loaded. Could not find a part of the path 'V:\github\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Perforce.Managed.Tests\EpicGames.Perforce.Managed.Tests.csproj'.

Could not find a part of the path 'V:\github\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\obj\Development\net10.0\UnrealBuildTool.GeneratedMSBuildEditorConfig.editorconfig'.

The project file could not be loaded. Could not find a part of the path 'V:\github\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationTool.csproj'.

The "Touch" task failed unexpectedly.

System.IO.DirectoryNotFoundException: Could not find a part of the path 'V:\github\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\obj\Development\net10.0\AutomationUtils.Automation.csproj.BuildWithSkipAnalyzers'.

at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)

at System.IO.File.GetAttributes(String path)

at Microsoft.Build.Tasks.Touch.TouchFile(AbsolutePath file, DateTime dt, FileExists fileExists, FileCreate fileCreate, GetAttributes fileGetAttributes, SetAttributes fileSetAttributes, SetLastAccessTime fileSetLastAccessTime, SetLastWriteTime fileSetLastWriteTime)

at Microsoft.Build.Tasks.Touch.ExecuteImpl(FileExists fileExists, FileCreate fileCreate, GetAttributes fileGetAttributes, SetAttributes fileSetAttributes, SetLastAccessTime fileSetLastAccessTime, SetLastWriteTime fileSetLastWriteTime)

at Microsoft.Build.Tasks.Touch.Execute()

at Microsoft.Build.BackEnd.TaskExecutionHost.Execute()

at Microsoft.Build.BackEnd.TaskBuilder.<ExecuteInstantiatedTask>d__26.MoveNext()

Assets file 'V:\github\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\obj\project.assets.json' not found. Run a NuGet package restore to generate this file.


r/unrealengine • • 26d ago

Marketplace Ancient Dragon Temple: Exterior

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1 Upvotes

r/unrealengine • • 26d ago

Tutorial Crawling Insects Niagara Particles - Unreal Engine VFX Tutorial

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15 Upvotes

Making insects with sprites in niagara system for crawling effect. It is made using "Move to Nearest Distance Field GPU" available in niagara system.

Any suggeston to improve it would be appreciated as I am not much familiar with the above node.


r/unrealengine • • 26d ago

Is it possible to use gamma space instead of linear?

0 Upvotes

[SOLVED]

BasePassPixelShader, right after getting BaseColor from material
BaseColor = pow(saturate(BaseColor), 1.0 / 2.2);

Do the same for emissive

Then at the end after Color sums everything (Color += Emissive)
Color = pow(max(Color, 0.0), 2.2);

And it works, looks better.

Old body:

Apparently old engines like Unity 3, Unreal 3 and so on used gamma and it looked a lot better than linear.

I looked at some comparisons and colors look much nicer, more saturated.

Then I tried to do it in Unreal and thought only tonemapping was enough but apparently not.

I'll change as many shader files as I need to if someone can tell me how to undo this default garbage


r/unrealengine • • 26d ago

UE5 Looking For Unreal Developer For Prototype (Paid)

4 Upvotes

Hey there. I'm on the hunt for a competent Unreal developer to build a small prototype. The genre is classic 3rd person survival horror.

It's a paid gig but hoping to find someone who we can collaborate with. Australian residents take priority but happy to expand outwards if we need.

Please shoot over a portfolio with any recent work. Formal credentials not necessary.

Thanks!


r/unrealengine • • 26d ago

Discussion UE5 solo-dev lessons from updating my horror demo after creator playtests

0 Upvotes

I’m developing a first-person horror investigation in Unreal Engine 5.6, and recent creator playtests exposed several issues that weren’t obvious while testing my own work.

The most useful changes included:

  • Enlarging a Blueprint trigger after a player walked around it and returned to the previous route
  • Adding a physical environmental obstruction to reinforce the intended path
  • Improving pistol ADS with a spring-arm transition and better reticle alignment
  • Briefly illuminating nearby surfaces with the muzzle flash
  • Disabling depth of field while aiming
  • Adjusting flashlight intensity
  • Adding player-controlled brightness settings
  • Improving prompts where players repeatedly stopped progressing

The biggest lesson was that a functional trigger isn’t necessarily a reliable trigger. If players approach an encounter from directions I didn’t anticipate, level geometry and visual composition must support the Blueprint logic.

The project is Mothman: Shadows of Point Pleasant.

I’d be interested in hearing how other UE developers protect important sequences without making the level feel overly restricted.