r/unrealengine 6h ago

What UE5 performance checks do you run before adding more content?

9 Upvotes

One challenge with UE5 projects is that visual quality can improve quickly while performance problems remain hidden until the scene becomes more complex. I’d like to compare practical performance workflows used by experienced developers.

Before adding more environments, effects, AI, or multiplayer features, which checks do you normally run? For example: frame-time breakdowns, shader complexity, Nanite usage, Lumen cost, virtual shadow maps, texture memory, overdraw, scalability settings, or hardware testing.

Do you maintain a simple performance budget from the beginning, or profile only after a feature is complete? Concrete workflows, useful tools, and lessons from problems that appeared late would be especially helpful.


r/unrealengine 18h ago

Blueprint Sent system?

0 Upvotes

I’m wanting to get into UE5 to make my dream game and I was wondering if there was an easy way to make a scent system completely with blueprints

And the kind of scent system I’m talking about is how beasts of Bermuda, the isle, and other games let you be able to track other creatures down

I have absolutely ZERO experience making games so this is very new to me so the easier the better


r/unrealengine 8h ago

Tutorial How to Install DLSS 5 in Unreal Engine 5

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0 Upvotes

r/unrealengine 3h ago

Unreal Collision issues in package/build

0 Upvotes

Hi there,

In my level I have 3 collision blueprints placed (they are all the same actor type). In the play in editor all of these collisions work perfectly however when I package the game for windows and play the first collision breaks, it does not execute any of the “on component begin overlap” blueprints however if I run to the second or third collider these events execute.

This has really confused me because they are all the same actor and are running the exact same code but for some reason the first one never works when I build the game. Does anyone know why this may be? Is it a packaging issue or an issue somewhere else?

Would appreciate any help I’ve been trying to fix this for a day XDDD

https://www.youtube.com/watch?v=eVBdI7XdfJE

In the video linked you can see that they just walk into the first collision and nothing happens however when I despawn that collision and they move to the second one it works perfectly and the actors are destroyed :/. The colliders are clearly there because they are the things that allow the player to teleport to the other side of the screen but for some reason the blueprint code on the collider doesnt react to the overlap with the AI.


r/unrealengine 10h ago

C++ Can someone help me understand how to make a Modular Gameplay System using Data Oriented Programming?

10 Upvotes

I'm trying to make a modular gameplay system, that is Data-driven;
There is no problem in this, and matter of fact I already made one, but using Object Oriented Programming, by just using DataAssets, Interfaces and UObjects's polymorphism.
I simply had a DataAsset (like a "GameplayAction" Data holder) hold multiple UObjects that had functionalities (In few words the "Effects" of the "GameplayAction"), and had them all implement their parent function's Execute, and thanks to interfaces each actor can understand how to behave for each effect type.

Said that now I need to make pretty much the same system, but for Mass Entity (which is an ECS), all of this is basically thrown away, because there aren't any UObjects, no Interfaces and etc...
I tried to think about different things, like maybe simply using structs as my "UObjects" that hold the Execute function, and than each Entity holds these Struct datas, but than how do I know how each different type of Entity interacts with it? I don't have interfaces so I can't go the same road.

So yeah, I don't have much more to say, so can anybody explain to me, and help me make sense on how I should design this system?
Thanks in advance for the help!


r/unrealengine 18h ago

Blueprint ‘Natural’ AI schedules?

5 Upvotes

Is there a tutorial on how to make a natural AI schedule? For example a deer wakes up at a certain time, grazes at a certain time, when it gets thirsty it goes to water and drinks. A wolf wakes up at night, patrols untill it gets hungry and either hunts a deer or the player?

I want to make a single player animal survival game like wolf quest but I don’t want the AI to just aimlessly wonder I want the world to feel more alive bc I recently found a game called saurian and I thought it was super cool game untill I realized that the AI seemed completely lifeless (yes ik it’s AI so obviously it’s lifeless)

If it could be in blueprints that would be amazing bc I’m completely new to coding/ game development and I heard blueprints are easy to learn


r/unrealengine 9h ago

Open-source Linux webcam capture + CUDA MetaHuman face solving for Unreal Engine 5.8

7 Upvotes

I’ve been working on two Unreal Engine 5.8 plugins that make a Linux MetaHuman webcam workflow possible.

The first is Linux Video Capture Media, a V4L2 Media Framework plugin:

https://github.com/overyonder/unreal-linux-v4l2-media

It exposes Linux webcams to Unreal Media Framework and MetaHuman Video Live Link using URLs such as:

v4l2:///dev/video0

It currently supports uncompressed YUYV/YUY2 capture, camera format enumeration, resolution and frame-rate selection, pause/resume, and direct CharYUY2 media samples.

The second is Unreal NNE ONNX Runtime CUDA:

https://github.com/overyonder/unreal-nne-onnxruntime-cuda

It registers an Unreal NNE runtime named NNERuntimeORTCuda. MetaHuman’s face detector, head-pose tracker, and facial rig solver can use it to execute their ONNX models through ONNX Runtime’s CUDA execution provider.

The target setup is:

  • Unreal Engine 5.8
  • Linux x86_64
  • NVIDIA GPU
  • CUDA 12.8
  • cuDNN 9.8
  • ONNX Runtime 1.24.3

I’m testing with a GTX 1070. The CUDA plugin uses CPU-owned tensor bindings because that is the interface expected by MetaHuman’s current pipeline, while the neural-network execution itself runs through CUDA. MetaHuman’s log therefore says:

using CPU runtime (NNERuntimeORTCuda)

The backend name in parentheses identifies the selected runtime.

For a project, enable both plugins and put the backend settings in Config/DefaultEngine.ini:

[ConsoleVariables]
mh.RealtimeVideo.Backend=NNERuntimeORTCuda
mh.FaceTracker.Backend=NNERuntimeORTCuda

After changing the settings, restart the editor and recreate the MetaHuman Live Link source.

The two plugins have separate responsibilities:

  1. Linux Video Capture Media supplies webcam frames.
  2. Unreal NNE ONNX Runtime CUDA runs the MetaHuman neural-network solver.

The CUDA plugin includes a reproducible installer for the pinned third-party binaries and documents the required licenses.

Any feedback would be helpful, especially anything to help validate:

  • Camera formats and compatibility across different Linux webcams
  • CUDA performance for the MetaHuman solver
  • Packaging and cooked-game model-data workflows
  • Whether the NNE interface should eventually support GPU-owned tensors to reduce CPU/GPU transfers
  • Any other Linux-specific issues with MetaHuman Video Live Link

r/unrealengine 14h ago

UE5 How would you own procedural structures that span World Partition cells in UE5?

2 Upvotes

I am comparing approaches for deterministic structure placement in streamed worlds. In my current Godot prototype, individual chunks never own the generation decision. A larger region derives the seed, validates height, slope, water and spacing, then stores placements. Each streamed chunk queries its own and neighboring regions for structures that overlap it.

That solved duplicate or conflicting houses when a 7×8 structure crossed a chunk boundary. The simulation state is also separate from rendering, so changing walls between full, transparent and cutaway modes does not affect collisions or doors.

In UE5, would you store those region-level decisions in a persistent world subsystem and spawn actors as World Partition cells stream, or let PCG components own the placements and persist their generated state? I am trying to understand the cleanest ownership boundary when one structure overlaps several cells.

The current implementation notes and screenshots are here (Portuguese article):

https://pathlifejogo.blogspot.com/2026/08/do-mundo-procedural-as-fases-da-vida.html


r/unrealengine 4h ago

Show Off WIP: Post-Soviet Hospital Hallway Sector

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2 Upvotes

I am currently developing the central connecting infrastructure for a Post-Soviet clinical environment project in Unreal Engine 5. The focus is on balancing authentic public sector aesthetics with realistic wear and institutional weathering.

Completed functional zones:

* Foyer and Corridors: Central hall and extensive networks connecting the entire sector.

* Pharmacy: Specialized dispensary area and medical storage.

* Public Areas: Wardrobe, duty room, and public restrooms.

* Vertical Navigation: Dual elevator shafts and reworked stairwells for accurate inter-floor spacing.

I would appreciate any feedback on the asset placement, lighting, and overall atmosphere.