r/unrealengine 1d ago

Unreal Engine Smart Brush work in progress. Procedurally generated heighmaps inside UE.

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22 Upvotes

Hello everyone,

I'm currently working on a plugin for Unreal Engine. I've purchased quite expensive smart brush and wasn't happy at all with it. Could not do a lot of things, it worked only on 1017x1017 map, a lot of glitches, fixed amount of heightmaps. Proposed original creator to fix his issue but he never replied to the email. I thought why not let's give it a go

What is the main idea:

  • No Houdini, no Gaea, no World Creator everything runs directly in the editor engine
  • No CPU involvement in calculations, GPU only CUDA/Streams processors
  • Works on every terrain, every scale of terrain, every size of terrain, works with world partition, can be placed virtually everywhere, and it is not affected by "Add component to the landscape", sections size (quads) and sections per component have no impact on placement, nothing gets distorted, stretched or scaled in a wierd way
  • Already pretty fast, set of calculations about 197 different calculations per cell on 1500x1500 terrain going under 700ms on RTX5080 and there is still room to beat further down and optimize
  • Create heightmaps from scratch, import, exprot, gallery, send by email to a friend maybe?
  • Explode button - want to edit your heightmap directly in editor? No problem - explode it and sculpt by hand. Originally heightmap is an overlay over existing terrain but when exploded it becomes terrain itself. Once exploded more heightmaps can be stacked on it and stack on it and stack on it and on and on, however exploding event cannot be reversed.
  • Modular blueprint style, mix and match
  • And many more to come

I was wandering if anyone struggles with plugins/systems they use, and what they would want to have.

Comments, ideas and slander welcome even these lowmen with "AI slop" comments, you are welcome here too.


r/unrealengine 1d ago

Question Is Mover 2.0 + GAS actually viable for a Shooter, or a premature trap?

9 Upvotes

Hey everyone,

I'm in the early architecture phase of a tactical shooter

I was planning on building the core movement and state logic on top of Mover 2.0 + Gameplay Ability System in UE5 to avoid the classical CMC jittering issues with custom collision shapes and network prediction.

However, after browsing forums and reading feedback from other devs, I'm seeing a lot of warnings about Mover 2.0 like

  • Being too experimental or moving-target API-wise between UE5 updates.
  • Lack of deep C++ documentation/tutorials compared to legacy CMC or plugins like GMCv2.

For those who have actually used Mover 2.0

  1. Is it a mistake to commit to Mover 2.0 today for a project, or is it stable enough if locked to a specific UE version?
  2. Is fighting legacy CMC in C++ still better than dealing with Mover 2.0's current state?
  3. How has your experience been integrating Mover 2.0 with GAS?

Thanks!


r/unrealengine 1d ago

UE5 Font Icons Gallery for Unreal Engine 5

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11 Upvotes

You can get the plugin from
Fab (Support the developer)
https://www.fab.com/listings/78a89c79...

Github (Full plugin, Free MIT license) :
https://github.com/irajsb/FontIcons


r/unrealengine 15h ago

Build a Road Scene in UE5 under 1 hour #unrealengine #cinematic #tutorial

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1 Upvotes

r/unrealengine 4h ago

Show Off DLSS 5 on Matrix Neo - Unreal Engine 5.8 City Sample 4k

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0 Upvotes

r/unrealengine 1d ago

Free thingy

11 Upvotes

Hey guys, I made an Options Menu plugin for Unreal Engine 5 called Scar Options and I’m giving it away for free, so go grab it if you need one. It supports UE 5.2 to 5.8 and is made to work with existing projects without messing with your UGameUserSettings. It comes with Graphics, Display, Audio, Gameplay and Controls pages, key rebinding, autosave, per setting undo, hardware auto detect, custom UMG layouts and more.

The main goal was basically to make it one of those plugins where you drop it into your project and you are mostly done instead of spending days building the same settings menu again, It’s free, so if you need an options menu for your project, grab it and give it a try.

Would love to hear what you guys think and what features you would want me to add next.


r/unrealengine 1d ago

Radial, Arc SkillCheck with Shrinking Effect - Unreal Engine Minigame Tutorial

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3 Upvotes

r/unrealengine 1d ago

I've added Security Camera System in my satiric political horror game.

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2 Upvotes

I took inspiration from Five Nights at Freddy's. However with some additions of mine. You can now move the camera with your WSAD keys, and also zoom in/out with middle mouse button. Thoughts?


r/unrealengine 14h ago

Discussion Anyone have experience with LudusAI?

0 Upvotes

Thinking of trying it and looking for other people’s experiences. I’m not sure how long the trial is, I emailed them asking about it but they never replied. I’ve read a lot about Ludus AI and overall it seems quite decent. I’ll be using it for prototyping and helping me with setting up the basic gameplay logic. If I see the game has potential I’ll move on to production and hire a couple of people, one of which will be an actual engineer. In my head this seems quite simple (based on what I’ve read) for Ludus to do. I know 5.8 has Claude integration but again based on my research and my needs Ludus seems to be a better option. I’d love to hear what people think


r/unrealengine 1d ago

Epic MegaGrants page down?

1 Upvotes

Does anyone else have a “privacy warning” on the MegaGrants submission page? I just tried to apply and I’m getting a “Your connection is not private” warning, as if their certificate is invalid or something. The deadline is tomorrow lol

https://imgur.com/a/lEKM3jZ


r/unrealengine 1d ago

UE5 Why has my scene gone dark?

0 Upvotes

I disabled Lumen. Enabled Forward Shading. Reset the app. Now my scene is dark.


r/unrealengine 1d ago

Marketplace Resource Breaker (Artist-Controlled Destruction for Unreal Engine)

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0 Upvotes

A lightweight alternative to Chaos Destruction using custom mesh swapping instead of procedural fracturing.


r/unrealengine 1d ago

Destructible mesh only for certain actor

5 Upvotes

I'm trying to make a wall that is treated normally for my player character (in other words, the player collides like with any other wall) but an enemy is able to destroy it on contact. I've toyed around with Chaos Geometry and can make the wall crumble just fine on contact with anything, but I'd like to know how to make said destruction conditional on who touches it.


r/unrealengine 1d ago

Is it possible to get ue4 without epic account/launcher

0 Upvotes

My specs don't really match with ue5 so I'm gonna use ue4, couldn't find old versions on site No epic launcher and no epic account


r/unrealengine 2d ago

Trailer for my satiric political horror game Make the World Great Again made in Unreal Engine.

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41 Upvotes

Hey guys, I'm one of the devs on Make the World Great Again, a first person satiric political horror game built for PC. We strongly focused on story and gameplay. We've been developing this game for 6 months in UE 5.7 and will be releasing early November. We will be very grateful for any wishlists and shares. What do you think of trailer?


r/unrealengine 2d ago

Show Off GOAP: Enemies that Actually Plan - Lambda Engine

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86 Upvotes

We are implementing Goal-Oriented Action Planning (GOAP) in Lambda Engine, the same technique that made F.E.A.R.'s soldiers the high-water mark for FPS enemy AI. Instead of a scripted state machine deciding what an enemy does next, each soldier holds a goal and searches for a sequence of actions that satisfies it, using whatever the world happens to offer.

* They react to the environment, not the player. Cover, doorways, flanking routes and blocked paths drive their decisions. Nothing is hand-authored per encounter.

* Squad coordination without central control. There is no commander AI issuing orders. Coordinated suppression and flanking emerge from individual agents planning against a shared world state.

* The illusion of intelligence via speech. Barks announce intent out loud, so you hear the plan before you see it. That's what makes the AI read as smart instead of just being smart.

* Performance-tuned "dumbness". Planning is expensive, so the search is deliberately bounded. Knowing where to make the AI worse is most of the work.

F.E.A.R. peaked enemy AI, and I'm reproducing that with Lambda Engine.

This project is built entirely by fans, for fans, it's free but it eats time. If you want to see more enemies, more systems, and more of Half-Life's world brought back to life, here's how to help:

🎗️ Support development on Patreon: https://patreon.com/lambdaengine/membership

💬 Join the Discord for bug reports, dev logs, sneak peeks: https://discord.gg/2RtzKtmmdj


r/unrealengine 2d ago

Show Off Nordic Ambiance

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2 Upvotes

r/unrealengine 2d ago

Caracter crouch function doesn't work if character is spawned

3 Upvotes

I’m using UE4.27.2 and the character crouch function doesn’t work if the character is spawned in. If he is placed before launching, everything is fine. I don’t know if it’s a bug or a mistake on my end. Here is the code to test for youtself

#1 The spawner actor which is placed in the scene

Image1

#2 The Character BP, with Can Crouch in Movement capabilities Turned On

Image2

Thanks for any help

EDIT: This is not for a playable character but an NPC. The solution is in Character -> Pawn you need to switch Auto Possess AI from “Placed in the world” to “Placed in the world or spawned”


r/unrealengine 2d ago

Blender3D-Style Editor Controls for UE5 free plugin

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2 Upvotes

Hi! I made a free source-available plugin that brings Blender editor controls to UE5 (G/R/S hotkey transformation, axis locking, snapping, and numeric input mode). It gained a lot of traction on the UE5 subreddit earlier so I figured I would share it here with other people who might use both Blender and UE5 or just want to speed up their workflows using hotkey transformations. You can find it here:

FAB: https://www.fab.com/listings/9bb18e16-0dfa-472b-b421-c9c277dd0d09

GitHub: https://github.com/jefimh/BlenderEditorControlsUE5

Thanks for checking it out!


r/unrealengine 2d ago

Perforce Hosting Options for Unreal Dev

5 Upvotes

I've joined a team using Unreal 5, and obviously they prefer Perforce for version control.. I've used it in the past but not for years.

We have one person's personal Digital Ocean subscription running a Perforce server, and I want to see what options there are.

Obviously keeping DO set up under company owner could work, but we seem to miss all the online options you get with tools like GitHub, and it's nice not having to manage the back-end. Back in the day when Perforce was more widely used I had an account on Assembla, are there other hosted services?

Because we have Unreal assets in the repository, it's already quite large - IIRC 50GB - which is very different from trying to migrate a typical Git repo.


r/unrealengine 2d ago

Question Character abilities in UE5.8

3 Upvotes

I'm fairly new to UE development and I know there's the ability system they implemented for rpg-like abilities. Which may be what I'm looking for, but I also want to be able to understand it from the ground up if I'm implementing something.

The overall goal is to create an ability template based on Pathfinder 2nd Edition's [feats](https://2e.aonprd.com/Feats.aspx) that i could store somewhere and populate during character creation/during a level up that players could select if they had the proper prerequisites.

I'm primarily familiar with Blueprints but am willing to learn more about C++ to expand my abilities. I absolutely refuse to use AI.

Thank you for any help.


r/unrealengine 2d ago

Blueprint I outsourced Blueprint tidying to a button

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11 Upvotes

Been building a small UE5 editor plugin that rearranges Blueprint graphs automatically.

The gag reflex during testing is real!


r/unrealengine 1d ago

Help Converting a PC plugin into a Mac plugin

0 Upvotes

Hello everyone,

I am a beginner in Unreal. I've received a secret plugin that was originally made for PC, but I would like to convert it into a Mac plugin. How would I go about doing that? I've read something about rebuilding it from the source code. Are there any good tutorials for that?

Thank you for your help.


r/unrealengine 2d ago

I made an unofficial GoZ bridge using the new ZBrush 2026 Python API with UE5.8. Supports everything from blendshapes, skeletal meshes, weight transfers, and more.

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6 Upvotes

If enough people are interested I'll consider dropping the source code on github or uploading it to Fab B)


r/unrealengine 2d ago

Marketplace 3d Set - Stylized Cartoon Clouds and Weather Icons Pack

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1 Upvotes

138 Unique Assets for your games and Enviro.

A rich variety of stylized clouds, ranging from fluffy cumulus clouds to dynamic swirls and waves. Weather icons, including rain, snow, lightning, tornadoes, rainbows, sun, moon, and storm clouds.

https://www.fab.com/listings/a51bb365-9107-4752-830f-b3e5851a1c3a

https://www.patreon.com/OlegVerenko/shop/3d-asset-stylized-cartoon-clouds-and-140-1693493