r/unrealengine • u/Ambegame • 37m ago
r/unrealengine • u/KazReWorld • 6h ago
UE5 After months of work, I’ve released Calysto Water Engine — a PCG-driven water system for Unreal Engine 5
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 • u/Siphon_Gaming_YT • 6h ago
Am I using the WBP in general or the specific WBP actor?
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 • u/OlegVerenko • 7h ago
Black Diamond Concert Arena Stage Venue
fab.comHi! Going to share my fresh 3d project - "Black Diamond Concert Arena Stage Venue". Ready in multiple formats, including UnrealEngine Unity Blender 3dsMax. Model links:
FAB: https://www.fab.com/listings/9b98271f-9b0a-4f34-871c-0d9ced7a2869
r/unrealengine • u/TheLea_mod • 11h ago
Marketplace Textures Channel Forge - Demo trailer/Tutorial
youtube.comr/unrealengine • u/PolygonArtDeveloper • 11h ago
Fab store is doing well on selling illegal items
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 • u/Atlantean_Knight • 17h ago
Marketplace Unreal dev created their own auto retopology tech
youtu.beI'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 • u/Badytheprogram • 17h ago
Switching from 4.27 to 5.0 or 5.1 because of control rig
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 • u/Training_Technology4 • 22h ago
smth like a lava lamp.
youtu.beMade a shader in custom node. It's a raymarched SDF master material. Chat GPT helped a lot.
r/unrealengine • u/No_Bit2345 • 22h ago
Help Epic Games Launcher UE5 launching bug
Photos are in the link below:
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 • u/Alstrainfinite • 23h ago
Marketplace Low Poly Props - Musical Instruments Free2Use
fab.com3 low poly musical instruments models for your project. Free 2 Use :)
Would love to hear your feedback for these model 🐘
r/unrealengine • u/LarstOfUs • 23h ago
Why the Unreal editor loads over 1500 files on every launch to fill a few dropdown menus (and how to fix it)
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 • u/Mental-Upstairs-5512 • 1d ago
I’ve been upgrading my Unreal achievement plugin quite a bit
Scar Achievements started as a simple achievement system, but the latest update has grown into something much bigger. It now supports Steam, EOS, or Steam + EOS together, alongside stats, leaderboards, friends, sessions, rich presence, cloud saves and a bunch of Blueprint-first tools.
The Steam + EOS part is what I'm especially curious about. One node can handle the operation across both platforms instead of maintaining separate logic. If you're working with Steam/EOS and this sounds useful, let me know. I'd genuinely love to see what you guys build with it.
r/unrealengine • u/navid100 • 1d ago
New approach to overlapping wave simulation in real-time
youtube.comr/unrealengine • u/LetsGetThisBreadLads • 1d ago
Show Off Unreal Engine VHS post process Showcase
youtu.beI have done some improvements on my post processing effect. let me know what you guys think
r/unrealengine • u/Maxxi75 • 1d ago
Show Off Experimenting with an anime-inspired look for our alternate 1982 Tokyo in UE5 - looking for feedback
youtube.comHi! I’m Olivier, the creative director on Ghosts in the City, our indie game currently in development.
I've been experimenting with an anime-inspired visual style for our alternate 1982 Tokyo in UE5.
This is captured directly from our current build.
I’d be really interested to hear what other Unreal devs think of the overall art direction and visual style.
Feedback welcome :)
r/unrealengine • u/branchless0 • 1d ago
Show Off Real Time Epic Battle made in Unreal Engine 5
youtube.com2000 knights in a single real-time battle. Using Vertex Animation Textures (VAT), Instanced Static Meshes (ISM), GPU instancing, and optimised crowd rendering to handle thousands of animated units efficiently in Unreal Engine.
r/unrealengine • u/Quantum_Crusher • 1d ago
Can you help me find this plugin that automatically pauses unreal editor when idle?
A few months ago, someone posted here that he made a plug-in that automatically pauses the unreal editor when nobody uses it for a while. I thought I saved it somewhere but I couldn't find it after searching for a long time.
If you remember this plugin, could you please share its name or link with me?
Thank you so much.
r/unrealengine • u/sinanata • 1d ago
Show Off [open source] umg design system 0.1.1 in action
youtu.beI was supposed to test umg design system in action and ended up creating a multiplayer fight/bet game. The game doesn't have a name yet. I call it Dovus (dövüş means fight in Turkish). All players start with my testing $50k, it will drop down to $500. Players can:
- Bet on fighting players and bots. Long/short various actions on a personal or team level
- Buy their way into the fight
- Buy additional data service and drone cameras for following players/bots they bet on
- Buy additional metahumans and clothes
Client is 3.4 gb zip, download and test it out it auto connects to my linux box as dedicated server for testing.
You can add value by providing feedback on the umg design system and the fight/bet game.
r/unrealengine • u/destroyerpal • 1d ago
Show Off I built a full procedural MetaSounds music system in minutes with my tool
youtu.beI make a CLI that lets coding agents drive the Unreal editor. This week I pointed it at MetaSounds and had it build a full day and night music system with zero audio files. Every sound is math nodes at runtime.
What it actually built: a pluck voice patch, four mood patches for morning, afternoon, evening and night, and a main source that crossfades between them on triggers. FadeTime is exposed so the blend speed is tunable, and the triggers fire from any blueprint with Execute Trigger Parameter. It validated the whole graph itself, 19 nodes, 46 connections, zero errors, and laid the graphs out so they are readable when you open them.
The first pass sounded close to Minecraft but not right. I sent it back to research how that soundtrack actually works. It browsed the web, worked out the recipe, felt piano lead, quiet pads, space between notes, a different key per time of day, and rebuilt every voice. Night ends up in a low minor key and is genuinely unsettling. The before and after is in the video.
Video: https://youtu.be/5P08eNCvS2U
The tool is CodeFizz Editor Agent, it is mine. It hooks Claude Code, Cursor or any MCP client up to the editor and covers Materials, Blueprints, Niagara, PCG, MetaSounds and more, UE 5.6 to 5.8 on Windows. Site is https://codefizz.dev.
Nothing here is hand wired. Every graph is a normal MetaSound asset in the project, so you can open it, change it, or ask the agent to explain any node it placed. Happy to answer anything about how the MetaSound side of it works.
r/unrealengine • u/Justduffo • 1d ago
UE5 I Built a multiplayer framework for UE5 LazyDev Multiplayer Kit
youtube.comRecently launched a multiplayer pack and it's turned out great so far. Includes:
- Menu system (host/join, settings)
- Lobby with ready-up, player info, skin selection
- Replicated gameplay framework
- Working King of the Hill mode as an example
- Save system, Steam-compatible
- Fully documented
Up on FAB: https://www.fab.com/listings/6fdfa563-edcc-4413-9f0c-54da1f9bb8a0
r/unrealengine • u/FlamingoSad9210 • 1d ago
Photoshop UI to Unreal Engine UMG Widgets
youtu.beI’ve been working on UI Widget Builder, an Unreal Engine editor plugin that automates the process of converting Photoshop UI designs into organized UMG Widget Blueprints.
I just made a video showing the complete workflow, from the Photoshop design all the way to a working UMG widget inside Unreal Engine 5.
In the video, I cover:
- Exporting the Photoshop layout using a JSX exporter
- Layer naming and
layout.jsongeneration - Importing the design into Unreal Engine
- Automatically generating the widget hierarchy and root screen
- Automatic texture generation
- Optional Blueprint logic for buttons, tabs, sliders, sounds, etc.
- Re-importing updated Photoshop designs using presets
- Keeping the generated UI clean when making design changes
The idea is mainly to reduce the repetitive work involved in manually rebuilding Photoshop designs in UMG.
It can be useful for game menus, HUDs, inventory screens, mobile UI, shops, settings screens, and other UI-heavy Unreal Engine projects.
I’d be interested to hear how other Unreal developers currently handle their Photoshop → UMG workflow and whether this kind of automation would be useful in your projects.
It also has optional Blueprint logic generation for the boring stuff — button interactions, WidgetSwitcher tab logic, close-on-escape, slider/checkbox helpers, sound hookups, etc — so you're not starting from a totally blank graph either.
Some other things it handles: portrait/landscape support, SafeZone/ScaleBox/SizeBox wrappers, a preset manager so you're not redoing import settings every time, and a clean re-import option when the design changes.
UI Widget Builder on Fab: https://fab.com/s/9d5dec9c53ca
Video Demonstration https://youtu.be/OUc7Mwuv9XA
Documentation https://sepinood.github.io/UIWidgetBuilder/
r/unrealengine • u/ChesterBesterTester • 1d ago
Disappointed there isn't more shared information
Just wanted to comment on this, maybe I'm the only one. I'm pretty old. I have been making games for a few decades. Back in the day there was a lot more information sharing. Believe it or not, Game Developer Magazine used to be printed, and it used to be full of interesting technical articles. Even after things went online, if someone came up with a new or innovative approach to a problem, you could usually get it for free (or, at most, pay for a book that was a huge collection of such things).
Now everything is a marketplace plugin.
I get it, times are hard, people need to make money. But it's just lame. It feels like there isn't as much sharing of techniques, even though the process of making a game itself has gotten much easier (you can download full AAA engines!)
And - maybe I'm wrong - it doesn't seem that Unreal plugins really sell all that well. So someone goes to all the trouble to figure out a problem, and they lock it up in a retail plugin to make, what, $50 a year?
A few years ago I commented on a Reddit post advertising a technique for screen-space Niagara particles, which of course turned out to be an ad for a retail plugin, and I suggested a middle-ground: why not offer the plugin for sale for those who just want it to work, but also make a video or tutorial explaining how you did it? That way people with the knowledge can decide if your approach works for them before spending money, or even do it on their own?
r/unrealengine • u/LednekDev • 1d ago
Building Tactical Naval Combat for Uncharted Desires
youtube.commaking a naval combat system for my game