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/r/virtualproduction

Community

Unreal Slackers (community discord)

Unreal Engine Console Variables and Commands

C++, Blueprint, & Editor Cheat Sheets

Unreal Engine C++ Cheat sheet

Blueprintue - Paste your Blueprint

Tutorials


Mathew Wadstein Tutorials

Short form videos explaining individual Blueprint nodes.


Cedric "eXi" Neukirchen's Network compendium

An overview of the fundamental networking structure in Unreal Engine.

Concise & in depth. Including BP tools and options but also focuses a lot on C++ and "under the hood" details.


Allar/ue5-style-guide

Elaborate workflow overview.

Suggested naming conventions, collaboration tips, common pipeline struggles and solutions.


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/r/unrealengine

263,606 Subscribers

0

The Ultimate Blueprints Run-time Procedural Golem Construction Subsystem.

1 Comment
2024/12/20
19:19 UTC

2

Need advice on how you guys make bullet tracers for an FPS game. I have questions about niagara effects and problems of tracers flickering in high speeds.

Edit: apparently this subreddit doesn't like URL links as can only really post 2 links. So I had to rewrite the post a bit

So I made bullet tracers from a long cylinder with a glowing material. The design is simple as just attach the tracer shooting component on the muzzle of the gun and shoot forward. I made a Niagara effects and an actor projectile version. I have some questions and need help with answers for both but if you can only answer one then that is fine too.

Questions about Niarage vs moving actor methods:

  1. Is the Niagara effects tracer method more efficient as running on the GPU than using a normal moving actor tracer which I assume is running on the CPU? I say less efficient as if multiple bullets flying on screen, the moving actor tracer version may face bottleneck right?
  2. For the Niagara effects tracer, I know they don't really interact with the world as it is mainly superficial, thus why I have a line trace for damage. But I need the Niagara tracer to disappear when hit something so I add and use a 'collision' module in the Niagara system graph node but it says it's using a CPU ray trace? Does it make this method overall still more efficient than the actor tracer method or no difference?
  3. For the moving actor tracer, is it better or more efficient to use a blueprint to make it move or the ProjectileMovement component?

Questions about tracer flickering at high speeds

  • Here is a google drive vid link of normal tracers when their speed is small with the value set to 5,000 (each unit is apparently 1 cm to 5000cm/s is 50m/s). As you can see the tracer look normal as the tip of the tracer up close NEVER goes past the center of the screen and just shrinks.
  • Here is a vid link of normal tracers when their speed is small with the value set to 50,000 or 500m/s. And the tracers has this ghosting flickering effect as you can see the tip of this tracer DOES goes past the center of the screen and then everything shrinks in the distance.
    • imgur link (interesting only imgur upload can see it and not google drive upload. also sorry it's a bit blurry from the imgur compression but at least you can see the flickering effect)
    • google drive link cna't show, (but in it you can't actually see the effect which is weird, I wonder if google drive compress the 60 fps vid and thus can't see the effect. Like I can see how compressing removes it but doesn't solve the main issue why it appears in the first place
  • My question is why this happen and how to fix it, or is this an innate issue with unreal and the only solution to make it slower?
10 Comments
2024/12/20
18:46 UTC

3

Can't get EOS to work at all

I'm fairly new to UE5 and I wanted to make a multiplayer game. Currently, it's configured to use the EOS Integration Kit plugin, but I have previously had it set up with the normal EOS Subsystem as well. In either case, whenever my CreateSession is called, I get 'CreateSession - Cannot map local player to unique net ID'. I've tried searching online for hours but it seems like an issue that not many people encounter. My create session blueprint is really simple and should work (attached) and below is also my EOS Integration Kit config from defaultengine. Am I missing a step here? I'm not sure what to do.

Blueprint: https://imgur.com/a/kz9wxdu

Config:
[/Script/EOSIntegrationKit.EIKSettings]

bAutomaticallySetupEIK=True

bAutoLaunchDevTool=False

OrganizationName=squidud-studios

ProductName=foolandfriends

AutoLoginType=AutoLogin_PersistentAuth

FallbackForAutoLoginType=Fallback_AccountPortalLogin

bUse_EAS_ForAutoLogin=True

DeveloperToolUrl=localhost:6300

+LoginFlags=EOS_AS_BasicProfile

+LoginFlags=EOS_AS_FriendsList

+LoginFlags=EOS_AS_Presence

ApiKey=

CacheDir=CacheDir

TickBudgetInMilliseconds=0

bEnableOverlay=True

bEnableSocialOverlay=False

bEnableEditorOverlay=False

ReturnLevelName=

bUseLauncherChecks=False

TitleStorageReadChunkLength=0

DefaultArtifactName=Arty

VoiceArtifactName=DefaultArtifact

DedicatedServerArtifactName=DefaultArtifact

PlatformSpecificArtifactName=DefaultArtifact

+Artifacts=(ArtifactName="Arty",ClientId="(my client id)",ClientSecret="(my client secret)",ProductId="(my product id)",SandboxId="my sandbox id",DeploymentId="my dev id",EncryptionKey="default encryuption id set by EIK")

ProductId=

ClientSecret=

DeploymentId=

SandboxId=

ClientId=

1 Comment
2024/12/20
18:21 UTC

3

4 Simple Ways to create Instanced Static Meshes in UE 5.5

0 Comments
2024/12/20
18:14 UTC

1

Button focus lost after clicking on screen.

I have a widget that supports both mouse and keyboard. However whenever I click on the screen the focus on the button is lost and I cannot use the keyboard to navigate anymore.

Any idea how to fix this issue?

Logic: https://imgur.com/a/fH6U7LJ

1 Comment
2024/12/20
17:57 UTC

0

Game System Price Increase?

I noticed when trying to find freelancers to hire for my project is a bit difficult. A lot of the systems, if not all of them i can make on my own but am forced to divide my work between others since i work during the day and get home super late into the night.

But since ive been getting more tired recently, i wanted to essentially hand off an inventory system to a freelancer. A, I kid you not, Inventory system akin to Pokemon Red on the Gameboy. (Its charming)

A lot of the rates for just this is around 3000-6000$. Am i crazy or is this normal. Ive never had to hire a freelancer before and anyone can price their work at whatever they want but thats a lot for someone like me 😭

Is this actually normal for freelancers?

Tldr; Pokemon Red Inventory system costing almost 6000$. Is this real chat?

Edit: I know how to make the functions myself, its just that i dont have a lot of time if that confused anyone. Its also bare bones inventory exactly like Pokemon Red, not any newer iterations of this system in newer titles, that would make it more complicated. I also have all of the visual assets like ui and such. Only code is needed really.

18 Comments
2024/12/20
16:57 UTC

1

Shadow catcher material

What is the most up-to-date way to make such a material? I have seen a lot of 'hacks' and stuff that didn't really work for me and even bought a plugin that didn't work. Any help would be greatly apperciated.

0 Comments
2024/12/20
16:40 UTC

1

Teamwork

Hi everyone,

How do you work as a team to code while tracking progress in real time?

I come from Roblox Studio, and I find their team collaboration system excellent—you can see live updates of what’s being done. Is there a similar feature on Unreal Engine?

Thanks for your answers!

6 Comments
2024/12/20
16:18 UTC

1

Why does increasing the UI size, make widgets unusable?

The default UI is 1px by 1px on my machine. If I increase the scale using either the shortcut ctrl+shift+w, or in the editor settings... I now can't do things like creating c++ classes, or deriving blueprints from c++ classes. Or any of the popups like this. Can someone please help me figure out a solution so I do not have to guess about what my mouse is clicking on anymore? I can read and do anything else if I increase the UI size. However, doing anything like I mentioned is impossible, and it will not let me resize the box. So what can I do? I'd like to be able to set a default UI size that is readable and leave it there.

0 Comments
2024/12/20
15:21 UTC

41

NinjaLIVE 2.0 is pre-alpha!

Two years in the making, NinjaLIVE 2.0 is pre-alpha!
This video is a WIP, made to demonstrate key features: YouTube LINK
Learn more at the community server! Discord LINK

QUICK FACTS

  • keywords: Niagara, Chaos, SDF, DataChannels, Landscapes, Volumetrics
  • timing: 2025 Q1 closed alpha - then open beta
  • 2.0 is an upgrade to 1.x, accessible with existing license
  • trying to keep it backward compatible
  • system is fully reworked in Niagara
  • to reach a production ready state, it needs extensive testing through 2025
  • while BETA: 2.0 won't be accessible on FAB, it will be distributed on the community server
8 Comments
2024/12/20
15:11 UTC

2

Paragon characters don't work in UE5.4 due to "Could not find a function named ResetOrientationAndPosition" in Event Graph

I am a software developer who is new to game development and Unreal Engine. I created a 5.4 project where i dabbled around a bit in creating a basic open world. Next, I wanted to add a Paragon character (in my case Sevarog, but I think the problem exists for all of them). I added the skeletal mesh to my scene without issues, but when trying to open the provided Level with the animations setup, but could a compile error when trying to run it stating:

Could not find a function named "ResetOrientationAndPosition" in "SevarogPlayerCharacter"

In the Event Graph it shows that there is a Blueprint node for a function call for it, but it states the function doesn't exist. For some reason I'm not allowed to add screenshots to my post, so I hope you know what I mean. My assumption is that this function used to exist in prior versions of UE, and the character's event graph's haven't been updated in the marketplace. I assume since i'm not doing any VR stuff, I can maybe ignore and remove this, but I would rather understand how to fix it.

Is there a function which replaced "ResetOrientationAndPosition" that I can call instead? If so, how do I connect it to fix the graph? Or are the Paragon character's animations and event graph's just broken in newer UE5 versions?

4 Comments
2024/12/20
13:55 UTC

1

Excited as I'm uploading my TEST DEMO tomorrow. Here's a trailer for it. it's 5 months of sleepless nights and finally I have something Solid to Show. Would love to hear your opinions

2 Comments
2024/12/20
13:53 UTC

49

You might be interested if this guy stole and sells your marketplace asset as well. Copyright complain is already sent

*Update...Fab deleted the asset in question 1h after the complaint. Top !

*Update2...Actually he deleted it

My original $5 asset
https://www.fab.com/listings/04eaf243-c9c2-4ee9-bb9d-dd8521cea157
My asset for $30 (gone. Thx Fab!)
https://www.fab.com/listings/db9285bc-1204-4afe-86fa-e39d91719e18

32 Comments
2024/12/20
13:36 UTC

0

Laptop specification requirements info for creating 2d games.

I am looking to buy a new laptop, and need to know what will be the requirements for unreal engine to make 2d games. I will be primarily working with paper2d and paperzd, trying to make indi games. The furthest I will go is maybe 2.5D styles, maybe something that has post processing like lightings and stuff rather than purely 2D. I wont be using stuff like ray tracing or anything most high end games use.

Please let me know whats the minimum CPU and GPU requirements that will be the best for this use case. I also would be glad to know if there is anything I have missed and should consider in this decision.

Note: I need laptop specs, not pc. Thank you.

11 Comments
2024/12/20
13:09 UTC

3

Did anyone get invitation for Christmas sale at fab?

6 Comments
2024/12/20
13:08 UTC

0

Wrench: LS1 Engine Block Scanning Workflow

0 Comments
2024/12/20
13:01 UTC

1

Unreal Engine - Top Down Shooter using Defender template - P10 (Intro - The Crash - How to VFX)

A how-to demonstration of very basic handling of the adaptation of niagara vfx for my intro.

0 Comments
2024/12/20
12:04 UTC

3

Been working on some procedural grass!

2 Comments
2024/12/20
11:49 UTC

7

Did I make a sale on FAB or not?

In my sales listing there is a row that looks like this:
https://imgur.com/a/dJScwol

Does it mean that I sell anything or not? Or maybe it means that someone bought it and refunded?
I did not give it for free.

4 Comments
2024/12/20
11:47 UTC

1

MRQ Manifest Files outside of the Game folder?

Hey folks,
I'm playing around with the MediaRenderQueue and want to use unreal.MoviePipelineLibrary.load_manifest_file_from_string in Python to load in a manifest from a shared network location.

Is this actually doable? I always get errors that the path can't be resolved by SearchForPackageOnDisk. Do those paths have to always be relative to the game folder?

0 Comments
2024/12/20
10:38 UTC

1

RX 7900 XTX for UE 5.5

Hey, need some fresh info and opinions about using this graphic card with current ue5. Most articles i found are talking about 5.1 and mamy problemem that were exisiting right then. Would like to know if the problems are still there or maybe with new ue versions its a lot better?

2 Comments
2024/12/20
09:37 UTC

0

Ur5.5 crashes with dx12

Hi everyone my 5.5 upadte crashes 5 seconds or so after i start it i get this error Windows 12 Gpu rtx 3060ti I5 12 12go ram

ef3a3953462d6 EpicAccountId:3cfae14a0e5c4edcb493f7436aa06c1a

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000028

nvwgf2umx nvwgf2umx nvwgf2umx nvwgf2umx nvwgf2umx nvwgf2umx D3D12Core dxgi dxgi dxgi dxgi dxgi dxgi fraps64 UnrealEditor_D3D12RHI UnrealEditor_D3D12RHI UnrealEditor_D3D12RHI UnrealEditor_D3D12RHI UnrealEditor_RHI UnrealEditor_RHI UnrealEditor_RHI UnrealEditor_RHI UnrealEditor_RHI UnrealEditor_RHI UnrealEditor_Core UnrealEditor_Core UnrealEditor_Core UnrealEditor_RenderCore UnrealEditor_Core UnrealEditor_Core kernel32 ntdll

5 Comments
2024/12/20
09:22 UTC

0

Insurgency Sandstorm console commands not working

There are only a few console commands that work in this game. One of them is t.maxfps 100. This command actually works. Other commands either say command not recognized when they are literally showing up in the autocomplete/suggestions. Other commands are literally giving no output.

This issue is at least a few months old for me. Is there something I might have done to make these commands disabled? I think my INI files are not being loaded anymore, either.

1 Comment
2024/12/20
08:13 UTC

0

Have an almost completed game yet can't figure out how to make a basic mouse slider.

Can someone please show/tell me(ideally though video or pictures) a clear way on how to make a basic mouse sensitivity slider on a widget. I have the widget setup and a menu system already have the slider ready to go just need the logic.

For the love of god please don't show me through event begin play, I need to know how to do this specifically in a separate menu/ui widget. Nothing on youtube works for this. I will throw you $30 for the trouble via paypal. Going to bed now probably won't see this till around 1pm est.

14 Comments
2024/12/20
07:30 UTC

1

Need help with an assignment

We made a turret and put all the code to make it shoot when the character is in the area, however on our own we're supposed to make the turret actually rotate it's head towards the player when the player is in range, and then shoot when the firing line we made for the turret's barrel overlaps the character.

I can't figure out how to make the turret rotate towards the player. Because we're supposed to have an understanding of the fundamentals of it, which I am evidently lacking, we're explicitly told not to use Pawn Sensing, Rinterp, FindLookAtRotation, automatic 0% if we do.

All I know is it involves using the dot product...... and I have no idea other than that.

5 Comments
2024/12/20
03:53 UTC

30

Why does everybody dislike Paper2D?

I've been using Unreal Engine for 3D purposes for years, but I've barely touched Paper2D and I've never used it for any projects officially and everybody seems to say such negative things about it and downplay its potential.

Can anyone please fill me in on why everyone seems to think Paper2D is at the bottom of the food chain for making 2D projects? Is it missing crucial features or functionality in any way?

29 Comments
2024/12/20
03:30 UTC

1

Charred Dev-Log: Movement and Damage Updated!

Hello all! Septimus here, I am showing off more of my game today!

To recap, I'm making a game about being trapped in a cave and wanting to get out. Charred is a 2.5D Metroidvania game, originally being made in Unity, but now being down in the Unreal Engine 5. Here is a link to the current Dev-Log I posted on my YouTube channel:

https://youtu.be/DyYgPs0fzdY

I'm not an experienced programmer, focusing more on art, but I have begun learning online on how to work blueprints, and so, I've completed several features of the game, including:

- The beginning of an interaction system, where the player can hover over an asset and interact with it, resulting in different effects and events.

- The player can now transition between rooms easily. This a big thing for Metroidvanias (and games in general...), and will aid me in level design moving forward.

- The Universal and Modular health system is now FINALLY working. After some reworking, it is now working fine, and can be attached to an object and actor.

And that's all for now! The art side of things has been slow, but I hope I can start letting my programmer friends aid me more with this project, and I can begin making more art for the game. If you're interested in the project, and want to help support it, check out our Discord Server! Thank you and happy holidays!!

Discord Link: https://discord.gg/Uueb9R5m6g

0 Comments
2024/12/20
02:47 UTC

1

Path tracing translucents totally invisible? (5.5.1)

Have you tried it out, or is it just me?

I have tried with some different glasses, all visible in Lumen and in 5.3 Path tracing, but totally invisible in 5.5 PT.

Do you know any workaround?

Thank you so much!

1 Comment
2024/12/20
01:04 UTC

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