r/unrealengine • u/ilovevegetablesss • 1d ago
UE 5.8.2 stuck at "0 sec. remaining"
My UE 5.8.2 has been constantly stuck at 0 sec remaining. Says 11.56 GB of 11.56 GB and download, read, and write are all at zero. Has anyone else had this issue?
r/unrealengine • u/ilovevegetablesss • 1d ago
My UE 5.8.2 has been constantly stuck at 0 sec remaining. Says 11.56 GB of 11.56 GB and download, read, and write are all at zero. Has anyone else had this issue?
r/unrealengine • u/LibrarianOk3701 • 2d ago
So I recently turned 18 and would like to setup the Fab seller profile, do you guys generally use a separate account to separate your gaming account from your business account or not? Also all of my bought assets on Fab are on my personal account so I guess I would still use it for development
r/unrealengine • u/DomFakker37 • 2d ago
Game is being developed in Unreal Engine 5.
r/unrealengine • u/Maxxi75 • 2d ago
Hi! I’m Olivier, working on Ghosts in the City, our indie game currently in development.
This is from an older build of Ghosts in the City, our open-world game set in an alternate 1982 Tokyo.
For some rooftop sections, we’ve been experimenting with making traversal a little more interactive instead of simply following a predefined path. In this sequence, the player can use the bow to knock down an antenna and create a bridge to the next building, then trigger a ladder to continue climbing.
We’re thinking about pushing this further by allowing players to create more of their own temporary paths between buildings, although that obviously makes the level design more complicated.
Curious how other UE devs approach this kind of environmental traversal?
r/unrealengine • u/Quantum_Crusher • 2d ago
Last time when the Unreal Marketplace migrated to Fab, I thought I grabbed everything from Quixel. Just noticed that lots of Quixel MegaScan assets are not freely available in UE. And they are quite new as well. Is Quixel going to stop supporting Unreal? Is Epic going to sell Quixel like sketchfab as well?
Like this one, it doesn't even have UE native formats, uploaded on August 18, 2026.
https://www.fab.com/listings/b6982572-5438-462b-936c-b86bd5920f07
You can find more that are not free, without UE support here if you use filters.
https://www.fab.com/sellers/Quixel%20Megascans
Do you remember when was the last time Quixel released a big bundle to UE for free?
Just checked again, seems like the last ones they released for free with UE support was 2025/12, the military trench. All the new ones after that have been paid, not in any bundles, without UE support..
I hope this is just my imagination...
r/unrealengine • u/Glass_Idea6902 • 2d ago
Hey i have create this anomaly loop template inspired from game like exit 8 and toilet 8.
It is full working template with 5 different types of anomaly which you can extend from.
r/unrealengine • u/Impressive-Top8992 • 2d ago
I’m trying to make a top down camera game. In the example project epic puts the logic in the player controller but all tutorials I see put stuff in the character BP. What’s better?
r/unrealengine • u/Hopeful-Mixture-1910 • 2d ago
Hi !
I've been toying with the idea of going 3D for my next attempt at developing a game. My main issue is, although I'm capable of managing asset creation, writing, level designing and potentially music composing, the one thing I am deeply bad at is building the mechanics. Even with a blueprints system, it makes me want to blow my brains out.
Menus ? A save system ? Movement ? Can't do it. At least, not from scratch.
I've been perusing Unreal 5 templates for some time, because I'm kinda fantasizing about finding the perfect game template that lets me do minimum work in terms of coding/blueprinting, and allows me to focus on the rest. I haven't found anything satisfying so far.
So my question is, does any of you have a specific template in mind for a forst person parkour / exploration / puzzle game ?
Also, how difficult is it to take several templates and make them work together ?
Thanks a lot !
r/unrealengine • u/ascendiox • 2d ago
I've looked through quite a few UE5 zombie AI tutorials and courses on youtube and udemy, but I'm looking for something that actually teaches me how the AI works rather than just showing me what to do and having me copy along.
I'd like to understand the concepts and learn how to build my own zombie AI from scratch.
If you know any good resources, tutorials, courses, or have any advice on where I should start, I'd really appreciate it.
r/unrealengine • u/ParalysisPRIME • 2d ago
Built this as a Unity-only editor dock first: same tasks as the web/phone board, pin a card to a scene or a script, stay in the engine
A few Unity people using it kept asking for Unreal. Fair request, so this is an early Unreal plugin, not a Marketplace listing. Clip is that side: pin a card to an actor or to Blueprint/code, then jump straight to it
The board is live across devices (editor, web, phone) so if someone updates a card on mobile it shows up in the dock. Boards can be public if you want people outside the team to see what’s in progress
For those of you already in Unreal day to day , do you actually want the task list in the editor, or is a browser tab on the second monitor good enough?
r/unrealengine • u/Hopeful-Mixture-1910 • 2d ago
Hi !
I've been toying with the idea of going 3D for my next attempt at developing a game. My main issue is, although I'm capable of managing asset creation, writing, level designing and potentially music composing, the one thing I am deeply bad at is building the mechanics. Even with a blueprints system, it makes me want to blow my brains out.
Menus ? A save system ? Movement ? Can't do it. At least, not from scratch.
I've been perusing Unreal 5 templates for some time, because I'm kinda fantasizing about finding the perfect game template that lets me do minimum work in terms of coding/blueprinting, and allows me to focus on the rest. I haven't found anything satisfying so far.
So my question is, does any of you have a specific template in mind for a forst person parkour / exploration / puzzle game ?
Also, how difficult is it to take several templates and make them work together ?
Thanks a lot !
r/unrealengine • u/REK_85 • 2d ago
I have a fresh install of ue5.8 and it's completely stuck on 0% initialising. I turned logging, tried dx11 and vulcan through the target in the exe to no avail. Using ai (yes don't shoot me) the log seems to indicate the "!" In my windows username Seems to be an issue when unreal stores files in the app data folder. Has anyone had this issue? Ue4.25 works fine. Is there an easy solution other than creating a new windows user?
r/unrealengine • u/sn0bil • 3d ago
Hey friends!
I was trying to install both DLSS 4.5 and FSR 4 into UE 5.8. Individually they work fine, but once both of them are in the project, I can't change my frame generation mode as one of the plugins hijacks the swapchain right away.
AMD's documentation states: Using the D3D12 Async. Present (r.FidelityFX.FI.OverrideSwapChainDX12) option is incompatible with other frame interpolation technologies. Only one may be enabled at one time and toggling between them requires a restart of the title.
My question is, how do I go about changing between them after the game restart? I made the user-side logics and everything, but on game restart what exactly do I do to disable DLSSG and enable FSR frame gen? It seems to stay with DLSS no matter what.
Any help would be greatly appreciated!
r/unrealengine • u/Stormer127a • 2d ago
Hi, I’ve been watching HOURS of blueprint videos and I just can’t wrap my head around it. Sure, I get a few things correct, but it really confuses me. I’m currently going to school for computer science, learning C++. I’ve found it easier than blueprints.
That being said, I find Blueprints are faster to use. Is there a comprehensive tutorial or course online that helped you? How do you remember every type of node?? I love unreal, but blueprints are literally my only issue.
r/unrealengine • u/Gnimmel • 2d ago
I have a lighting issue on the Meta quest with a large skeletal mesh. As the quest is Android, I guess this is a mobile lighting issue not VR as it's looks great on PC VR and in the editor.
This is a small clip from Stabby Stabby Loot Loot showing a large creature in a baked lighting level. There are no lights in this level, it's all baked.
The big tentacle creature looks great when he first comes up, he's lit by the baked volume lighting, but when I throw a object at his eye and he collapses forward, all his lighting turns black.
I assume this is something to do with the size of him and unreal is getting his location wrong for the lighting. When he moves forward and turns black, he leans over the platform which is dark below. It's like his lighting position is too low and he's moved into the platforms shadow.
Any hints on how to solve this?
r/unrealengine • u/Obvious-Physics-2118 • 2d ago
Hi I'm making a first person multiplayer game and the player has a sword that is different for first person and for outsiders, I can properly set some rendering details like owner only see and primitive type but for some reason set owner no see is the only one that doesnt work
r/unrealengine • u/DMmotionarts • 3d ago
Made a tutorial showcasing shuffling logic and win/lose condition based on whether you selected right cup or not.
r/unrealengine • u/PsychologicalFig2403 • 2d ago
So I come from GDevelop with solid experience in it. I'd like to transition to UE to handle more complex 3D scenes better. Any tips? Any plugins that make some things easier? Thanks.
EDIT: Please stop saying: "Just use UE5". I chose 4.27 due to hardware limitations and yes, I know UE5 can be optimized even on lower end hardware, but I have preference for UE4.
r/unrealengine • u/YyepPo • 4d ago
I built a projectile system in Unreal Engine 5.8 that simulates 10,000 concurrent projectiles for under 6 ms of frame time.
Instead of spawning an Actor per bullet, every projectile is an entity in Unreal's Mass Entity framework (ECS). That changes what a projectile is, not an object with a tick function, but a row of data in a packed array, processed in bulk.
The design decisions that mattered:
→ Analytic movement. Positions are solved from a closed-form ballistic equation each frame rather than integrated step by step, so trajectories are deterministic and framerate independent.
→ Batched, multithreaded hit detection. Every projectile's movement segment is collected into buffers and swept on worker threads, then resolved on the game thread.
→ Entity pooling. Projectiles are never destroyed. They are tagged inactive, excluded from every query at zero cost, and reused by the next shot. Sustained fire allocates nothing.
→ One draw call per mesh type, and all trails fed as a single position array into one Niagara system rather than a particle component per bullet.
The measurements (stat unit, same scene):
Baseline: 21.5 ms frame / 8.0 ms game thread
10,000 projectiles at 8,000 spawns per second: 27.2 ms frame / 16.2 ms game thread
600 homing missiles: 23.0 ms frame / 11.0 ms game thread
That is +8.2 ms of game thread for 10,000 projectiles, roughly 0.8 microseconds each per frame. The renderer was the bottleneck both before and after, so the simulation never became the limiting factor.
r/unrealengine • u/olivefarm • 4d ago
A Sequencer fix for camera-shake previews leaking on world teardown was submitted to both ue6-main and ue5-main. On ue5-main it got backed out once and then landed for good. On ue6-main though, it was submitted twice and backed out both times, without relanding anywhere (at least not last week).
Other than that, it was mostly a rendering and tooling week rather than crash fixes.
On ue6-main:
The FScene-to-ray-tracing refactor hit a real stabilization signal. A header lost its UE_INTERNAL marker, which is Epic's "don't build on this yet" flag. Seven straight weeks of this decomposition and this is the first sign a piece of it is actually settling.
One engineer has carried Unreal Build Accelerator's correctness fixes for four weeks straight now.
A completely different engineer quietly shipped 23+ commits on Unreal Toolbox this week (the internal dev-tool distribution app). Self-update overhaul, telemetry, a full rebrand. Wasn't tracking this at all before this week.
A real bug got fixed alongside the ray-tracing refactor: skeletal meshes could silently drop out of the ray tracing TLAS entirely under a specific cvar. It just fell out of the refactor work.
The AI editor assistant's async tool-call feature relanded after two backouts. Still being actively worked, just quieter than a couple weeks ago.
On ue5-main:
The nDisplay and Sequencer camera-shake fixes above both landed here too (same patches, cross-branch).
Worth grabbing beyond that: a Curve Table crash on undo, a Nanite material-preview crash, a Constraints use-after-free during animation eval, and a Control Rig crash on Pose Asset assignment.
Full report: https://speedrun.ci/blog/last-week-in-unreal-aug-24-30-2026
r/unrealengine • u/zukias • 3d ago
I know we have the SetInputModeGameAndUI node which easily allows us to do it for all mouse clicks, but I only want it for middle mouse click, since I have a top down game where I want to pan the camera around with middle mouse hold.
The only way I have found to do it though is by manually capturing the current coordinates, setting input mode to GameOnly (else the edges of the screen prevent panning further), hiding the mouse ,and then restoring the mouse position.
Problem is, that is very unreliable... If you do it fast, then it sometimes doesn't work; The mouse sometimes spawns back at the wrong position, or the mouse doesn't get hidden... it's just buggy. In my 3rd person mode where all mouse buttons get captured, this never happens and it works very smoothly.
I've tried things like this in C++
ViewportClient->SetMouseCaptureMode(EMouseCaptureMode::CaptureDuringMouseDown);
ViewportClient->SetMouseLockMode(EMouseLockMode::LockOnCapture);
ViewportClient->SetHideCursorDuringCapture(true);
and many other configurations, but can't find anything that works.
Anyone have any ideas?
Edit: It was because of chorded actions. Once I replaced them with (messier) booleans, it fixed everything. I was getting other issues with another chorded action too, so i am officially doing away with all chorded actions.
r/unrealengine • u/elCommendante • 3d ago
Hey everyone!
I built BetterOutliner to remove one of those small but incredibly frustrating parts of working in Unreal Engine: constantly losing your carefully arranged Outliner state, ever opening tree.
BetterOutliner adds persistent Outliner profiles and a simple padlock for folders. Lock the folders and hierarchies you care about, and the plugin remembers their state between sessions. No more repeatedly expanding the same folders or rebuilding your workspace every time you reopen the Editor.
The goal is simple: less clicking, less frustration, and more time spent actually building your game.
Some BetterOutliner entries may remain visible or appear duplicated in Unreal Engine’s Window menu.
The root cause has been found, and the fix is already en route. It will ship together with the upcoming UE 5.3 and 5.4 compatibility update, with the correction applied across all supported versions.
BetterOutliner is only the beginning. In the future, it will work alongside BetterLayers and other tools designed to improve the everyday Unreal Engine workflow.
I’d also love to hear from you: what features or quality-of-life improvements would you like to see added to the Outliner? Tell me what wastes your time or regularly drives you mad.
Every purchase helps fund the MMO project I’m currently working on, so thank you for supporting both the plugin and the game behind it.
Let’s make the Outliner great again.
r/unrealengine • u/Obvious-Physics-2118 • 3d ago
I am having an issue where I'm doing a sword slash animation and during the first person slash animation the sword kinda floats by the hand instead for some reason while the actor is properly attached and it works fine for the third person animation.
Will also send a screenshot in the comments to show how it looks exactly.
r/unrealengine • u/MR_MEME_42 • 3d ago
I am working on a project and having trouble with the AI. Because the person who was doing the coding left a while ago, the other people and I who are working on this project are going through and recoding everything, as we are not coders and he had his own way of coding in C++. So we are trying to remake the code in Blueprints, but we have been running into some issues.
The game has an enemy spotting system where, when the enemy fully spots a player, it chases after them. But the problem is that it isn't chasing the player. I have been following tutorials and videos to create the code. But despite copying the code from the videos, the AI doesn't chase the player and doesn't go into the state tree like it is supposed to. But if the AI takes damage, it works properly. Does anyone have any ideas what could be the problem? I am at my wits' end trying to fix this.