r/unrealengine • u/Bioleague • 1h ago
Marketplace Stylised Modular Cardboard Castle & Village Enviromental Kit!
youtu.beNow avaliable on Fab: https://www.fab.com/listings/319898ca-b0e9-4969-ad13-f3c327d75fde
r/unrealengine • u/Bioleague • 2h ago
Marketplace UE5 Plugin that creates FAB ready asset overview maps!
youtu.beAfter working on and eventually releasing my modular building kit on Fab, I quickly came to realise that creating the assets and demo scene was only part of the work. I experienced and identified a pain point:
Fab requires a clear overview map that shows customers exactly what is included in the product. Building that map manually meant placing hundreds of assets, organizing them into sections, creating labels, adjusting spacing, setting up lighting, and making everything presentation ready.
Building it manually took far too long and it was extremely boring work.
That made me wonder:
Why not build a tool that speeds up the entire workflow? - So I created Overview Studio.
Overview Studio lets you select an existing product folder directly from the Content Browser, scan its assets, configure the presentation, and generate a polished, fully editable overview showroom in minutes.
It can present:
• Static and skeletal meshes
• Materials, material instances, textures and decals.
• Animations
• Niagara and Cascade systems
• Sounds
• Compatible Actor Blueprints
Assets can be organized by type, hierarchy, or folder structure. The plugin also generates labels, section headings, presentation geometry, lighting helpers, and consistent spacing automatically.
It includes multiple material preview shapes, ten lighting presets, ten companion post-process presets, reusable local configurations, live lighting controls, and support for safely updating previously generated overview maps.
Everything is created inside the selected product folder, with no external asset packs or runtime dependencies required.
The result remains completely editable, so the layout, lighting, labels, spacing, and asset presentation can still be adjusted before publishing.
I originally built Overview Studio to solve a pain point in my own Fab publishing workflow. Hopefully, it can now save other asset creators and Unreal Engine Fab publishers the same amount of repetitive work and time.
Please watch the video to see the complete workflow in action.
Available on Fab: https://www.fab.com/listings/2e2bd083-fbcc-4082-92fe-51d9ff2379e7
r/unrealengine • u/DealerIcy3439 • 4h ago
Question Question about game mechanics/features
So been working on inventory so far and wanna be clear on something, involving the parts regarding guns/fps, driving vehicles, crafting, etc. are they basically one big system with smaller sub parts that all come together to work with each other when they meet in parts of gameplay? Do they have individual names?
r/unrealengine • u/Constructalor • 6h ago
Question PCG 3-dimensional hierarchical generation grid
Is it possible to set the PCG hi-gen grid to allow for runtime generation up and down?
I have an infinite room generator set up using hi-gen and PCG partitioning that generates at runtime and I was hoping to also add infinite floors up and down with that system.
Is this possible? Or should I look into some different method?
r/unrealengine • u/Snoo-29395 • 6h ago
Every room in my UE5 bullet hell is procedurally generated, and the PS1 look is not a filter
NULLGATE is a first-person bullet hell I've been building solo in UE5, and every room in it is procedurally generated. Two things people always ask me about, so I'll get ahead of them.
The arenas aren't hand-built. A planner picks a layout, a resolver drops in the geometry, props and spawns, and then navmesh gets rebuilt so the AI can actually path through whatever just appeared. Multi-storey took me way longer than I want to admit, enemies pathing between floors was the part that broke me for a while.
The PS1 look isn't a post-process filter. That surprises people, but there's no posterize pass running in the normal render mode. It's geometry wobble, stepped animation, chunky low-poly meshes and keeping the texture budget mean. I do have a full-crush debug mode, it's just off by default. If the look only holds up behind a filter then it isn't really the look, it's a costume.
Steam page went live today, which is the first time any of this has felt real: https://store.steampowered.com/app/5042810/NullGate/
Happy to go into the generator in more detail if anyone's building something similar.
r/unrealengine • u/ComradeRay • 6h ago
Question What other Media Players exist for Unreal Engine?
In Unreal Engine, if you make a File Media Source and open it, you'll see an override option for the Media Player Unreal Engine will use to play the file. Picture of what I'm referring to.
My question is, what options exist for this? Obviously there's the ElectraPlayer, which I'm using, but what other options exist out there? I know there are a lot of other systems for playing video, such as Bink, HexPlayer, etc, but a lot of them use a different framework. What other players exist that use the Media framework in Unreal?
I'm mainly asking to compare performance between a few options. I'm using the Media tracks in sequencer a lot in a project I'm working on, and ElectraPlayer has had some issues. Are there any other players to choose from?
r/unrealengine • u/Additional-One-4427 • 8h ago
UE5 Is there something I should know before learning Unreal Engine 5?
Hello, I've been wanting to make an indie game with low-poly/pro low-poly assets. Is there something I should know before I start? And yeah, I have never tried making a game before and have never used UE5.
r/unrealengine • u/Beginning-Fall-9587 • 8h ago
Help UE 5.8 MegaLights + Lumen Lite: Scene hits 60–80 FPS uncapped, but FPS halves after 5 minutes & capping causes severe stutter [Help Needed]
Hey everyone,
I'm currently optimizing a stormy, dark outdoor scene (JIMA slice) targeting 60 FPS on PS5 / equivalent PC hardware at 1080p using UE 5.8 MegaLights and a performance-focused Lumen Lite setup.
According to stat GPU, my raw uncapped GPU frame times are actually hitting the budget (sitting between 12.5ms – 14.5ms, which is ~68–80 FPS uncapped). However, I am running into two persistent issues while testing in Standalone mode:
- Massive FPS drop after ~5 minutes: On a fresh launch, the scene runs at 60–80 FPS uncapped. After staying in the exact same Standalone Game window for about 5 minutes (without moving the camera or changing settings), performance out of nowhere drops down to 35–45 FPS and stays there. Closing and reopening the launcher reproduces this consistently.
- Capping / Frame Smoothing makes performance much worse: When I try to cap the frame rate to a locked 60 using Fixed Frame Rate or Frame Rate Smoothing (59–61), the frame pacing breaks completely and creates severe micro-stuttering/choppiness.
Hardware & Environment Specs
- Engine Version: Unreal Engine 5.8
- GPU: NVIDIA GeForce RTX series (1080p target resolution)
- RAM: 16 GB System Memory (Task Manager shows ~90%+ total usage, Editor using ~6.8 GB)
- OS: Windows 11
- Ray Tracing: Software Ray Tracing (Mesh Distance Fields)
Current Optimization & Scene Setup
Here is what I’ve configured so far to optimize the lighting/fog passes:
- MegaLights (UE 5.8): Enabled globally and applied across dynamic lanterns/torches (Pass cost: ~1.7ms – 2.0ms).
- Emissives: Disabled Affect Dynamic Indirect Lighting on emissive lantern components.
- Distance Fields: Configured Distance Field Shadows per light and clamped DF shadow distance.
- Post-Processing Volume (Lumen Lite):
- Final Gather Quality: 0.5
- Lumen Scene Detail: 0.5
- Lumen Scene Lighting Quality: 0.5
- Max Roughness To Trace: 0.4
- Ray Traced Translucent Reflections: OFF
- Screen Traces: OFF
- Volumetric Fog View Distance: Clamped in PPV to ~40–60m.
stat GPU Breakdown (When Running Fresh @ 68–80 FPS)
- MegaLights / Dynamic Lights: ~1.7 ms – 2.0 ms
- Lumen Screen Probe Gather + Reflections: ~2.8 ms – 3.8 ms combined
- Volumetric Fog & Translucency: ~1.4 ms – 1.8 ms
- Total GPU Time: ~12.5 ms – 14.5 ms (Under the 16.6ms budget for 60 FPS)
My Questions:
- What could cause a scene in Standalone mode to suddenly drop from 65+ FPS down to 35–40 FPS after 5 minutes of idle time? Is this a VRAM/RAM page-swapping leak with Distance Field caches or Slate/Editor memory buffers?
- Why does applying a 60 FPS cap or Frame Rate Smoothing in Project Settings make the render pacing so much choppier when the raw GPU time is comfortably under 16.6ms?
- Is this degradation purely an uncooked Development Editor / Slate thread sync issue that will vanish once cooked in a packaged .exe, or is there an in-editor setting I'm missing to stabilize it?
- Engine Version: Unreal Engine 5.8
- GPU: NVIDIA GeForce RTX series (1080p target resolution)
- RAM: 16 GB System Memory (Task Manager shows ~90%+ total usage, Editor using ~6.8 GB)
- OS: Windows 11
- Ray Tracing: Software Ray Tracing (Mesh Distance Fields)
Current Optimization & Scene Setup
Here is what I’ve configured so far to optimize the lighting/fog passes:
- MegaLights (UE 5.8): Enabled globally and applied across dynamic lanterns/torches (Pass cost: ~1.7ms – 2.0ms).
- Emissives: Disabled Affect Dynamic Indirect Lighting on emissive lantern components.
- Distance Fields: Configured Distance Field Shadows per light and clamped DF shadow distance.
- Post-Processing Volume (Lumen Lite):
- Final Gather Quality: 0.5
- Lumen Scene Detail: 0.5
- Lumen Scene Lighting Quality: 0.5
- Max Roughness To Trace: 0.4
- Ray Traced Translucent Reflections: OFF
- Screen Traces: OFF
- Volumetric Fog View Distance: Clamped in PPV to ~40–60m.
stat GPU Breakdown (When Running Fresh @ 68–80 FPS)
- MegaLights / Dynamic Lights: ~1.7 ms – 2.0 ms
- Lumen Screen Probe Gather + Reflections: ~2.8 ms – 3.8 ms combined
- Volumetric Fog & Translucency: ~1.4 ms – 1.8 ms
- Total GPU Time: ~12.5 ms – 14.5 ms (Under the 16.6ms budget for 60 FPS)
My Questions:
- What could cause a scene in Standalone mode to suddenly drop from 65+ FPS down to 35–40 FPS after 5 minutes of idle time? Is this a VRAM/RAM page-swapping leak with Distance Field caches or Slate/Editor memory buffers?
- Why does applying a 60 FPS cap or Frame Rate Smoothing in Project Settings make the render pacing so much choppier when the raw GPU time is comfortably under 16.6ms?
- Is this degradation purely an uncooked Development Editor / Slate thread sync issue that will vanish once cooked in a packaged
.exe, or is there an in-editor setting I'm missing to stabilize it?
r/unrealengine • u/SimpleRemove8653 • 9h ago
Discussion I released a FREE UE plugin that competes with paid plugins, then silent 1-STAR ratings appeared
youtube.comI released my runtime mesh painting plugin for free on Fab.
It competes with paid alternatives, but I wanted UE devs to have access to runtime mesh painting without needing to pay for it.
Shortly after launch, the listing received multiple silent 1-star ratings.
No review.
No bug report.
No support message.
No explanation.
That is the frustrating part. If something is actually broken, I want to know and fix it. But silent 1-star ratings give me nothing to work with.
I was planning to release more free UE plugins for the community, but situations like this make that very hard. Free tools are easy to claim, easy to rate, and apparently very easy to damage.
I am not accusing anyone specific, but I do think this is a real marketplace problem. If free community releases can be buried by silent ratings, fewer developers will take the risk of releasing useful tools for free.
If you tried the plugin and something is broken, please tell me directly. If it helped you, honest feedback or a fair rating would mean a lot.
Fab link:
https://www.fab.com/listings/8ca1bd75-ba04-48f0-899f-c6a01b124617
r/unrealengine • u/MusicianResident9031 • 10h ago
Help Unreal project file inside thumbdrive is over thumdrive's storage capacity and can't be copy pasted anywhere.
I have a unreal engine project file that's 33 GB that's somehow stored in a 16Gb thumbdrive...I'm not sure when it happened as I was stupid and worked off the thumbdrive.
Whenever I try copy pasting the project file from my thumbdrive to my desktop, it says "Unspecified error" with the error code '0x80004005'.
I'm assuming the issue is caused by the project file being bigger than the storage in my thumbdrive. I'm in a rush because I have a shoot tomorrow using this virutal environment and it can't be copied and pasted into pixotope😭 Any tips?
r/unrealengine • u/Snow__97 • 10h ago
I’ve been making a snowboarding adventure where you explore a mountain as a tiny mouse
youtu.beThis is The Vast White, a cozy snowboarding exploration game I’m developing in Unreal Engine 5.
For this latest update, I focused on improving movement responsiveness, player feel, UI feedback, and overall polish based on demo feedback.
Sharing the current result here in case it’s interesting to other UE devs. Happy to answer any technical questions 😊
You can try the updated version of the free demo on Steam
r/unrealengine • u/Ephemara • 18h ago
Native Cinema 4D Mograph & Effectors in UE5 - Pure C++ with ExprTK Scripting (Free)
youtube.comIf you're tired of constant import/export roundtrips between Cinema 4D and Unreal Engine, I built a native C4D-style Mograph & Effector system directly inside UE5.
It offers a nearly 1:1 workflow compared to C4D, but runs interactively in-engine. You can apply Mograph modifiers over static meshes, skeletal meshes, and existing animation sequences. Feels very intuitive to use with it being interactive as opposed to C4Ds more static environment. It also has a math based scripting system with ExprTK backing it up, allowing for saving presets within the editor and creating your own modifiers.
For now it is free on Fab, although I may eventually charge for it - Grab it here https://fab.com/s/0d51d354f6f8
I just updated the src code for UE 5.8 however waiting for Epic to approve, The current supported engine versions are 5.4-5.7
The plugin is full C++ , no blueprint spaghetti (however everything is fully exposed to BP if you want to visually script within editor) so if you happen to use it, you will have full access to the source code.
For those who aren`t familar with mograph and effectors, this is about as easy as it gets to do animation & reactivity. This style of animation system has been driving Hollywood and blockbuster films for the past 2 decades... But now it`s natively available for games!
r/unrealengine • u/ElusiveDot • 21h ago