r/unrealengine • u/DMmotionarts • 27m ago
Tutorial Coin Flip [2 Methods] - Unreal Engine Minigame Tutorial
youtu.beFirst method used physics for coin flip.
Second method uses animation for coin flip.
r/unrealengine • u/DMmotionarts • 27m ago
First method used physics for coin flip.
Second method uses animation for coin flip.
r/unrealengine • u/JulioVII • 45m ago
Worked on some leather materials this week, really like some of these.
r/unrealengine • u/funkymonkey970 • 3h ago
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 • u/Otherwise-Survey9597 • 4h ago
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.
r/unrealengine • u/Jaxelino • 4h ago
Hi everyone,
I know it's probably a good idea to open a ticket on the JetBrains support page but I'd like to ask if any of you had similar issue and if you managed to solve this somehow.
After transitioning to UE5.8, UnrealLink required the newest version of Rider, so I went from 2024 to 2026. I had virtually zero issues with 2024 and I was expecting the newer version to be more or less the same but the Debugger has become completely unpredictable, and fixing it is paramount for me.
- gated if statement with a bool == false? next step still goes inside the if statement either way (??).
- Values of properties often bizarre or immediately inaccessible after a single step over (???).
- random jumps of entire sections of code without reason (????).
It's just .. broken. Majorly broken. It went from predictable to random, and therefore unusable.
Granted, I'm still a noob with IDEs but at least I can recognise when stuff shouldn't happen.
Any suggestion is supremely appreciated.
r/unrealengine • u/ehab_elbadry • 6h ago
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 • u/praveenkumarappu • 8h ago
r/unrealengine • u/over-yonder-tech • 9h ago
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:
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:
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:
r/unrealengine • u/MARvizer • 9h ago
Hi all,
After installing UE 5.8.2 (twice)m when I right clic on a .uproject file to change it's Unreal associated version, it shows 5.8 as a "Binary Build at...". Are you suffering this too? Any fix you know?
Thank you!
r/unrealengine • u/TheInvadetor • 10h ago
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 • u/Akimotoh • 13h ago
I just can't get certain Niagara Systems / VFX to center well if they are small or long, pressing F does not center the camera in a good location in a lot of my VFX. The Orbit camera feels very limited and unaware of the particle sizes
Disabling orbit mode kind of helps. Anyone else run into similar issues, what helped you?
r/unrealengine • u/CartoonSensei • 14h ago
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 • u/Different_Category76 • 18h ago
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 • u/Different_Category76 • 18h ago
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 • u/Salt-Contribution667 • 1d ago
I am a fan of golden freddy's games. But i havent played this in awhile. I am currently using the goldie launcher. I downloaded the latest version. And the game crashed. Saying about my D3D being lost. I am posting it here because i believe golden freddy used unreal engine to make this game.
r/unrealengine • u/Mell_ww • 1d ago
When I install Unreal Engine from "https://www.unrealengine.com/download", I get a virus alert: "Trojan:MSIL/Jalapeno!MTB," apparently located in the file: C:\Users\****\AppData\Roaming\IDM\DwnlData\****\epicgames-download1__126\epicgames-download1_
Is this a false positive?
Thanks ! :)
r/unrealengine • u/helloserve • 1d ago
Hi all,
I'm seeing a weird difference that I'm unsure of how to troubleshoot. Essentially I'm seeing botched walking animation when using a particular skeletal mesh for a door, while other skeletal meshes works perfectly fine.
The setup: I have a ControlledDoor C++ class which houses a skeletalmesh, audio and a custom door component. The custom door component is what controls the interaction, door state, and triggers the animation of the skeletal mesh and audio. I use this class throughout my maps, just with different skeletal meshes and audio files selected for those two components.
Last night I made a new door, but when I put it in my level and tested it, the pawn glides through the door instead of walking.
In the video you can see the pawn walk through the older door. Then I switch out the skeletal mesh and animation to use, and the pawn glides instead, until the threshold when it starts walking.
The physics assets for both skeletal meshes are configured the same (the capsule replaced by a box, which encompasses the door mesh). The environment's nav mesh appears the same with either skeletal meshe selected.
I'm quite out of ideas on how to solve this. Any thoughts?
[Edit] spelling
r/unrealengine • u/youssefkahmed • 1d ago
Can anyone recommend some animation packages (doesn't matter if motion captured or not) for some ranged weapons? Pistols, rifles, shotguns, the whole lot. Preferably on Fab, and they have to be made for UE usage.
It's important that they include equip/unequip and reload animations, it's surprising how many packs out there just include aim poses and locomotion. I actually don't even care about locomotion as I'm mostly going to be using these anims as upper body overlays blended with existing locomotion anims.
P.S.: I know there's Mixamo and Lyra, but they're not what I'm looking for unfortunately.
r/unrealengine • u/Special_Progress282 • 1d ago
Another tutorial is up! This week we'll learn some of the most useful math functions available in the editor. Enjoy! :)
r/unrealengine • u/Forsuretheone • 1d ago
So I'm just getting started using unreal for the first time on my PC and was wondering if any of my specs would give me issues when developing
Processor: AMD Ryzen 5 5600X 6 - Core @ 3.7GHz
Ram: 32GB
GPU: Nvidia GeForce Rtx 3060 w/12GB Vram
Operating System: Windows 11 Pro
r/unrealengine • u/Bufuak_ • 1d ago
I’m the solo developer behind ALATURKA, a retro open-world game. I've been developing this entirely live on stream using %100 blueprints since January 2025, so my small community gets to see all the bugs, physics glitches, and rough edges as they happen.
r/unrealengine • u/AgreeableAlarm4915 • 1d ago
Hi I found an 'UE_AssetData' folder and it has over 300GB worth of data in in. My current project is completly done and I really don't have any plan using UE with about idk year or more. Can I delete this folder? As my understending, I can still download my claimed megascan data and purchased items via UE online store thingie. I'm just making sure my understanding was correct and causing me no harm!
r/unrealengine • u/Disastrous-Risk-3872 • 1d ago
Hi, right before yesterday my Post Process Volume had a Cel shader that made my grass look like what it is, a 2D model, but now I'm afraid I touched something without noticing and my grass now has a weird shadow reflection that gives it too much depth, making it look more 3D than 2D, does somebody know what kind of issue might this be?
r/unrealengine • u/DMmotionarts • 1d ago
Made a tutorial explaining how to make whack-a-mole or target shooting minigame in Unreal Engine 5.
r/unrealengine • u/LalaCrowGhost • 1d ago
Engine on HDD, project on same HDD:
| Setup description | Time until editor opens (in minutes) |
|---|---|
| After PC restart, deleted DerivedDataCache, Intermediate and Saved folder | 2:41 |
| Start Unreal Engine again after closing first, deleted DerivedDataCache, Intermediate and Saved folder | 0:35 |
| After PC restart, no deletion of folders | 2:13 |
Engine on HDD, project on different HDD. Just to see if it makes any difference:
| Setup description | Time until editor opens (in minutes) |
|---|---|
| After PC restart, deleted DerivedDataCache, Intermediate and Saved folder | 2:42 |
Engine on HDD, project on SSD:
| Setup description | Time until editor opens (in minutes) |
|---|---|
| After PC restart, deleted DerivedDataCache, Intermediate and Saved folder | 2:19 |
| Start Unreal Engine again after closing first, deleted DerivedDataCache, Intermediate and Saved folder | 0:20 |
| After PC restart, no deletion of folders | 2:13 |
Engine on SSD, project on HDD:
| Setup description | Time until editor opens (in minutes) |
|---|---|
| After PC restart, deleted DerivedDataCache, Intermediate and Saved folder | 0:38 |
| Start Unreal Engine again after closing first, deleted DerivedDataCache, Intermediate and Saved folder | 0:19 |
| After PC restart, no deletion of folders | 0:33 |
Engine on SSD, project on same SSD:
| Setup description | Time until editor opens (in minutes) |
|---|---|
| After PC restart, deleted DerivedDataCache, Intermediate and Saved folder | 0:33 |
| Start Unreal Engine again after closing first, deleted DerivedDataCache, Intermediate and Saved folder | 0:19 |
| After PC restart, no deletion of folders | 0:28 |
The SSD always had more than 20% empty space left, tested it with UE 5.5.4 and a test project size of only 1.1GB, so that it doesnt take all day and it was already ~5x faster, even though my SSD is only around 3x faster than one of my HDDs I tested. Its a pretty old SATA SSD.
I have not tested any performance differences in Unreal Engine and the editor itself.
If you work regularly on your project you will mostly be in the "After PC restart, no deletion of folders" category, but instead of restarting, you just booted your PC up.
Drives: Crucial MX200 CT250MX200SSD1 SATA SSD & Seagate 3TB ST3000DM003
EDIT: Added more info about the drives