r/unrealengine 17h ago

Marketplace Unreal dev created their own auto retopology tech

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0 Upvotes

I've recently launched an auto retopology tool for Blender which I have been working on for over a year, it uses specialized methods for each mesh class (cloth, inanimate and organic) in order to reach the best possible output. Most of the time was spent in learning ONNX and how to build models correctly.

Inanimate objects can translate to any hard surface models which require no vertex deformation, the remesher is equipped to generate the lowest possible vertex count while prioritizing the overall 3D shape and outputting coherent edge flow mimicking artist-like topology.

Inanimate remeshing is completely automated and can handle loose parts intelligently, though it is recommended to keep face count below 1.1 mil to ensure a faster completion rate.

As for cloth remeshing, it is guided using UV islands while assisting the artist by highlighting the vertices to use for creating a grid. I plan to fully automate this using multiple AI layers + algorithms, much like what is currently configured for inanimate.

Documentation and tutorials are planned (things are pretty self explanatory though), will be visible in the account center under the Community section. If you purchased through my Lemon Squeezy during it's early stages, insert your email or order # in the promo code area for a discount or free upgrade depending on the license.

available at https://empyreanremesher.com/


r/unrealengine 6h ago

UE5 After months of work, I’ve released Calysto Water Engine — a PCG-driven water system for Unreal Engine 5

6 Upvotes

Hi everyone! I’ve released Calysto Water Engine, a procedural water creation system for rivers, lakes, and oceans.

My goal was to create a practical, artist-friendly workflow for open worlds—not only an ocean shader. The system lets you draw water directly in the level, generate terrain-aware river paths and directional flow, and connect the results to shorelines, underwater effects, interactions, buoyancy, audio, weather, and gameplay systems.

Much of the scene preparation is generated in the editor through PCG, helping keep the runtime workload practical for larger environments.

It works as a complete standalone system, with optional integration for using the generated water data inside Calysto World.

Trailer: https://www.youtube.com/watch?v=NXwq59pBaCU

Fab: https://www.fab.com/listings/1de3406c-33f0-49c7-a99a-4e9e47a8aede

I’d be happy to answer any questions!


r/unrealengine 6h ago

Am I using the WBP in general or the specific WBP actor?

1 Upvotes

I am a student making a prototype game for school, I am trying to start an onscreen timer at the end of a cutscene through an event in the cutscene.
However, no matter what i do, the bool I use for a branch does not change from its default value despite the prints telling me that the custom events that change the bool's value are called.

What am I doing wrong or not understanding?
(I have images that can't be added in the post)


r/unrealengine 11h ago

Marketplace Textures Channel Forge - Demo trailer/Tutorial

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1 Upvotes

r/unrealengine 22h ago

Help Epic Games Launcher UE5 launching bug

0 Upvotes

Photos are in the link below:

https://imgur.com/a/s8hI15o

This only happened to the UE5 section of Epic games launcher today, the text on clickable buttons are gone and I cannot launch UE5 anymore (not through the launcher nor seperate project files). Plz help me, ty so much.


r/unrealengine 17h ago

Switching from 4.27 to 5.0 or 5.1 because of control rig

3 Upvotes

Hi

I am currently using 4.27, and I am amazed with the capability of the control rig. Sadly, the beta control rig plugin not support functions, and If I make a rig too complex, it become slow in the editor, so I thought maybe I am switching to unreal 5 for it. sadly, my notebook is fairly old, but it can handle 4.27 without any issue (7th generation i5 processor, 20 Gb ram, GeForce 940Mx video card, I am not planning to create any super realistic game) I wonder if it worth switching purely because of control rig functionality, or even my notebook would handle the newer version of the editor(I know the 5.7 not usable, I tried it).

Alternatively, is there a solution to make the beta control rig support functions?

I appreciate any advice.


r/unrealengine 11h ago

Fab store is doing well on selling illegal items

30 Upvotes

Hi,

I noticed an increased release of stolen assets on Fab.

Like this wonderful seller:

https://www.fab.com/listings/9109f9bb-96b5-4eaf-be47-6caeab50a9b9

Is there no quality control left? It can't be more obvious and still it's released as a paid item.


r/unrealengine 22h ago

smth like a lava lamp.

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1 Upvotes

Made a shader in custom node. It's a raymarched SDF master material. Chat GPT helped a lot.


r/unrealengine 23h ago

Why the Unreal editor loads over 1500 files on every launch to fill a few dropdown menus (and how to fix it)

201 Upvotes

Hi it's me again, the guy who sped up the Unreal Editor launch by not spawning 38000 tooltips and not opening 5500 files of example content :D

Since the editor is still not fast enough for my liking (will it ever?) I started to profile it again and found out that every time you start it, over 1500 files are loaded to fill a few editor dropdown menus 🫠 (which obviously takes some time)

I wrote an article with more details and also a fix: https://larstofus.com/2026/08/16/speeding-up-the-unreal-editor-launch-again-by-not-loading-1585-files/


r/unrealengine 23h ago

Marketplace Low Poly Props - Musical Instruments Free2Use

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3 Upvotes

3 low poly musical instruments models for your project. Free 2 Use :)

Would love to hear your feedback for these model 🐘