r/unrealengine 7h ago

Trying to make rooftop traversal more interactive in UE5 by letting players modify the environment - looking for feedback

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16 Upvotes

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 1h ago

Will Epic sell Quixel next?

Upvotes

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 6h ago

Blueprint When working on a top down camera game like Diablo, is it best to put all the camera logic and input actions in the character BP or the PlayerController BP?

9 Upvotes

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 8h ago

Editor Early Unreal editor dock - pin a task, open the Blueprint (started on Unity)

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3 Upvotes

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 6h ago

Ue 5.8 stuck on editor initialising 0%

2 Upvotes

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 14h ago

Switching Frame Gen between FSR and DLSS - how?

7 Upvotes

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 4h ago

Blueprint Is there an easier way to learn Blueprints?

0 Upvotes

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 7h ago

Lighting Help with lighting on Meta Quest

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1 Upvotes

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 8h ago

Help Can't set owner no see on a spawned actor for some reason

1 Upvotes

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 6h ago

Question Coming from GDevelop, wanting to learn UE4.27. Without C++, just blueprints. Any tips?

0 Upvotes

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.


r/unrealengine 20h ago

Cup Shuffle / Find the Ball - Unreal Engine Minigame Tutorial

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2 Upvotes

Made a tutorial showcasing shuffling logic and win/lose condition based on whether you selected right cup or not.


r/unrealengine 1d ago

Last Week In Unreal: Aug 24 to 30 | 918 commits on ue6-main and 174 on ue5-main | Same bug fix with two different outcomes?

37 Upvotes

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 1d ago

Mass Entity Projectile System

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26 Upvotes

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 23h ago

Help How to lock & hide mouse cursor for middle click only?

2 Upvotes

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?


r/unrealengine 12h ago

Marketplace BetterOutliner - improved Unreal Engine Outliner - with persistence and lock!

0 Upvotes

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.

Current support

  • Platform: Windows
  • Unreal Engine: 5.5, 5.6, 5.7 and 5.8
  • UE 5.4 and 5.3 are currently being ported and should be uploaded by the end of this week. Then FAB team will need to approve it, hopefully withing few days will be available.
  • Current Version 1.0.0

Known issue

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.

Installation

  1. Open the Epic Games Launcher and install BetterOutliner to your engine.
  2. Select the compatible Unreal Engine version.
  3. Open an existing project or create a new one.
  4. In Unreal Editor, go to Edit → Plugins.
  5. Search for BetterOutliner.
  6. Enable the plugin by ticking its checkbox.
  7. Restart Unreal Editor when prompted.
  8. After restarting, open Window → BetterOutliner to access the plugin.

Links

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 1d ago

Help Actor attach to component not properly attaching ?

3 Upvotes

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 1d ago

Help Need help with AI chasing the player

1 Upvotes

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.


r/unrealengine 1d ago

No Sound in game after engine upgrade

3 Upvotes

After updating engine version from 5.7 to 5.8, and every time I click play the sound pops and then there is no sound in game. And for sound assets I am able to hear them when I click play in the content browser. Any solution to this? Also i added DDC folder to the project.


r/unrealengine 1d ago

Marketplace California Coastal Environment & Landscape Pack in UE5

3 Upvotes

Hello everyone, we would like to share the full cinematic video of our latest 16km square environment. We would like to hear your thoughts and any feedback is appreciated.

Youtube Link :

https://www.youtube.com/watch?v=LoChZYqX7x8


r/unrealengine 1d ago

How to handle Epic Games Launcher being sooooo slow?

4 Upvotes

Hi all. This is infuriating. The launcher takes AGES for any little thing. For example, I need to wait MI-NU-TES to just open it and achieve installing a new plugin.

How the hell do you manage to live with this pieace of pure s**t?

Any way to fully clean it, or something?

Thank you very much.


r/unrealengine 1d ago

Help Help with ADS animation

2 Upvotes

I am working on procedural ADS. I have it like 90% there, but the ik_hand_gun socket won't follow when looking up and down. I've tried copy bone to move it's location, moving my relative location math around, and so many other things. I can't figure this out and it's driving me crazy.

https://imgur.com/a/9RgiFo6


r/unrealengine 1d ago

How do we protect ourselves when purchasing assets?

1 Upvotes

Looking for sci-fi Guns and came around this asset, and it looks to be assets ripped off pragmata, also the sellers profile offers various different types of assets which is also weird.

https://www.fab.com/listings/5ce54445-faa9-42f6-9aea-d176d9ebd394


r/unrealengine 1d ago

Help UE 5.6 Speedtree master material - Where is the albedo ???

1 Upvotes

(Please check image in comments ) I imported a tree from speedtree to unreal with the format ST9, and as you can see in the image, the base color is connected to "i have no idea what ", however the assets textures are all displayed without problem, but on the material settings i don't see any file texture, and i double clicked in that color opacity texture you can see in the image and it just opens a black texture.... WHAT SOURCERY is this ? Please help


r/unrealengine 1d ago

Question Making and selling a game with just assets possible?

0 Upvotes

I’m not well versed in UE or game dev but always loved playing games and would like to try my hand in making one. Would it be possible making game using just assets? For combat and levels, etc. The only thing I’d likely do myself are the character models and cel shading of the game.


r/unrealengine 1d ago

Help event any damage being weird and i need help

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2 Upvotes

basically the enemy heath is taking two 25 damage hits making its hp go down by 50. and just watch the video bc i cant explain it. but to clarify the enemy has a hitbox that does 25 damage to the player. the player has a lien trace that does 50 damage to the enemy when it hits the enemy. when the game is started the enemy takes two 25 damage hits and when the enemy attacks the player the enemy sometimes takes damage as well. i assume it has to be the event any damage but idk how else i would do damage and whats even causing it in the first place. i need help bc im doing a 24 hr challenge lol (yes im a beginner and im doing this to motivate myself to really learn)

edit: so did some more testing and found that its whenever the enemy turns that it takes damage meaning that it has to do with its own damage hitbox. the problem is that the hitbox component has a begin overlap event. this begin overlap calls the apply damage and has the other actor node connected to the damaged actor node. so should it be that because its the other actor node that it wouldn't cause damage to itself?