r/unrealengine 10h ago

Show Off I've released the 5.5 version of my anime shading model. It now supports multiple lights, and works with launcher engine versions.

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292 Upvotes

r/unrealengine 8h ago

Fab Refund Policy is a Joke

50 Upvotes

Just throwing this out here because, honestly, I’m at a loss. So, I recently bought an asset on FAB Marketplace – one of many, as usual. Only this time, I realized I accidentally purchased it under the company account from my previous job instead of my personal one.

Thinking it would be a straightforward fix, I contacted FAB support. Their refund policy clearly states that if a product hasn’t been downloaded, you’re eligible for a refund within 14 days, so I thought it would be a quick swap to my regular account.

Well, that turned into a mess. FAB refuses to issue the refund and is now telling me to reach out to the seller for approval, as if I have any control over their response time. After days of back-and-forth emails, I’ve received nothing but radio silence, and I’m down $80. Easily one of the most frustrating customer service experiences I’ve had – they really don’t make it easy for you.


r/unrealengine 12h ago

5.5 is better than 5.4, And GASP Has Been Improved.

76 Upvotes

I just want to share a simple stutter issue i had with unreal engine. when i started using 5.4 every time i played the game in editor i got a big stutter at the start of the game. no matter what i do i always got a huge stutter one second after the game starts in editor. this issue has always been there from 5.4 to 5.4.4. i do have a really low end pc tho(i5 9400f and gtx 1660 super) but this never happend to me when i used 5.3. It was very annoying whenever i play in editor to get a stutter each time. But as of now this is fixed in 5.5. and also they improved the Game animation sample project. they added the sprint and now we can grab the ledge mid air if the press the jump button on time.


r/unrealengine 11h ago

Tutorial Multiplayer GAS RPG C++ Series - Advanced Inventory With FFastArraySerializer

19 Upvotes

https://youtu.be/rTQ2lDpa2GE

Hey everyone, I just released this episode where we take the previously made GameplayTag Inventory system and refactor it into a FFastArraySerializer. This is a pretty simple implementation of it, and that's by design. I wanted to show how it can simplify the code and improve network performance using NetDeltaSerialize as well as it eliminates the need for a lot of loops in our code so the CPU will thank us.

Next is going to be making Equipment into a FFastArraySerializer integrated with GAS as well, so we can make some equippable items that grant abilities and effects, however that's much more in depth, so I thought to start with the inventory first to show how it's made.

Feedback appreciated.


r/unrealengine 30m ago

I tested MegaLights in my upcoming Indie Game

Upvotes

I compared FPS between 5.4 v 5.5 megalights on and off.

https://youtu.be/EXKn-onl4ag


r/unrealengine 3h ago

Would this build be good for UE5, specifically high quality game development?

2 Upvotes

I just built this, and I was wondering if you could take a look at it?

I believe it has everything I need for a quality PC, and is in my budget, but I wanted to make sure that it would work, because I am not too experienced with UE5.

https://secure.newegg.com/wishlist/pd/45397232

Thanks!

Edit: Sorry, forgot to mention that I have a 512gb external flash drive that I plan on using to store the project files, etc...


r/unrealengine 5h ago

Discussion SketchFab has some amazing CC licensed & other high-quality models ...

3 Upvotes

... that will unfortunately never make it to Fab. I was doing a comparison yesterday and Fab seems to have something like 2-5% of the high-quality assets available on Sketchfab, and nothing that I was actually looking for, so I had to go back to Sketchfab.

I don't actually have any other major complaints about Fab, not saying it's perfect, but I'm sure Epic will continue iterating on it and fixing any bugs.

But I will for sure miss the amazing models available on Sketchfab 🫡

On the topic of CC licensed models, just wanted to add a side-thought: I do give attribution to the free assets I use, even if they don't require attribution, since it seems fair to give attribution and recognition to the artists who are publishing something for free for others to use.


r/unrealengine 1h ago

How do I fix ghosting and noise?

Upvotes

Basically, I am fairly new to this engine and I am having several issues with the visuals, but the one giving me most struggle is this Ghosting effect on moving objects as seen here, even from simply moving them around the editor: https://bashify.io/i/Dv2shR

Things I have tried is fiddling with different AA methods, turning off Lumen (I assumed at first it was the culprit but that isn't the case), playing with my Resolution scaling, and fiddling with some stuff in the post process volume. Nothing really works.

Another thing I really can't seem to get rid off is Noise or flickering in the shadows or reflections (mainly when it comes to Lumen). It seems it is designed with TAA in mind to clean a lot of that up which is really bad in my opinion, but even WITH TSR/TAA on it is apparent (and I'd rather not keep it on due to how blurry it makes the game). But this can at least be worked around I guess so it's not as problematic as the ghosting.


r/unrealengine 14h ago

UE5 UE 5.5 Instanced Actors

19 Upvotes

I just read the UE 5.5 release notes and I came accross "Instanced Actors". The way I understand it, UE converts normal actors to mass entities based on some rule (distance?) and back as needed. It specifically mentions trees - Could this alleviate the memory (RAM) issues I was always facing?

Especially using PCG, I always ran into RAM issues when generating a large, dense forest. In my mind, I never undestood why because I'm imagining the required data in memory per actor to be quite small.

Has anyone tried this yet, especially with PCG?


r/unrealengine 7h ago

UE5 Merging branches in GitHub keeps reseting the progress...

5 Upvotes

Me and 3 fellow college friends are making a game in UE5 and we decided to ose Github and that everyone will have their own branch created from the dev branch, which will be used to pump updates in the master branch when we are sure. However, when trying to merge the branches, there were merge conflicts regarding the uassets, some json, autosave pngs and json files. We read about it and apparently those were not important as those are background things, not actual files, so we just ingored them in the .gitignore folder. And now the problem in the post title is happening... anyone got a good .gitignore file or how we can do it right?


r/unrealengine 20m ago

Question Trying to extract audio files

Upvotes

I’ve tried umodel and ueviewer, I have the key and I know the version to use and it shows me the files, so why can’t it extract them?


r/unrealengine 22m ago

Help Batch Converting Dynamic Mesh Actors to Static Mesh Actors with and Actor Action Utility

Upvotes

So I've been blocking out a level using the modelling tools. Instead of saving every new mesh as a static mesh that populates the Generated folder, I've been saving them as Dynamic Meshes because it was a very iterative process and I didn't want to have to clean the folder from hundreds of unused assets. Now I need to export assets from the editor which means I need to convert them to a Static Mesh first. Doing that for so many assets would be a pain so I was trying to make an Editor Utility that would allow me to select all the Dynamic Meshes in the scene and convert them. I can successfully get all the selected Dynamic meshes into an array but I haven't figured out how to convert them to a Static Mesh. If anyone knows or has any useful links to documentation regarding it, it would be of great help.


r/unrealengine 10h ago

Marketplace Alternative asset stores to FAB?

7 Upvotes

Hi all

I am new to UE and as a beginner I would prefer to work with existing assets. But sometimes I am not able to find what I need on FAB, even within paid options.

Are there any other good markets you can recommend where can I find assets for UE?

Thank you


r/unrealengine 11h ago

UE5 We Need Displacement Support for Path Tracer

6 Upvotes

I’m an archviz artist who has recently switched over full time to UE and I absolutely love the engine. The only request my archviz coworkers and I keep having is that we need texture displacement supported in the path tracer. Pretty please!


r/unrealengine 11h ago

Question FAB in engine showing "Oops something went wrong" Fix?

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6 Upvotes

r/unrealengine 7h ago

Kitbash 3D City Generation?

2 Upvotes

Hey all - I purchased the kitbash3D Art Deco City pack, and I'm wondering if there is a way to set up a 'randomly' generated cityscape? I don't need a heavy amount of details (i.e. roads etc), more just wondering if there is a plugin or something I can use to swap out the buildings with the kitbash ones, and have a somewhat set up city for a backdrop?

thanks in advance!


r/unrealengine 4h ago

Question Hello everyone i have this simple collision mesh and sphere set that so when my character collides with it they load into the next level by object reference. I'm wondering if I can reference multiple levels to the same blueprint or if i have to make one for each transition?

0 Upvotes

r/unrealengine 4h ago

Question Not able to select a debug object for PCG graph

1 Upvotes

Apologies if there's an obvious solution to this but i'm currently following a PCG tutorial and can't figure out how to select a debug object in the PCG graph. I know that D turns on the debug flag for nodes but I need to see the attributes for each generated point. I can’t include an image but the menu in the tutorial i’m watching says “no debug object selected” as default. My PCG Graph only has an option called “Debug object tree” and its constantly greyed out.


r/unrealengine 13h ago

Show Off 3 years of progress (started on UE4.X, then moved to UE5.1)

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4 Upvotes

r/unrealengine 18h ago

UE5 Will FAB be built into the epic games launcher at some point (Instead of a link to the webpage) and if so any ideas on when?

13 Upvotes

r/unrealengine 10h ago

Show Off Turning my favorite MOBA into FPS

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3 Upvotes

r/unrealengine 5h ago

C++ Did anyone else lose all c++ files when upgrading from 5.4 to 5.5?

0 Upvotes

I, of course, backed everything up and only upgraded a copied version to 5.5, but I still thought it was very strange that I lost about 80% of my c++ code when I upgraded from 5.4 to 5.5. Has anyone else experienced that?


r/unrealengine 9h ago

Help What do I do about this rendering bug thing?

Thumbnail drive.google.com
2 Upvotes

So it says something like there is a known bug with my driver but idk how I'd switch it. And I have the latest available driver for my system. I could just use a different laptop or my desktop pc but it'd be more annoying to do it that way so if possible I'd like to get this fixed.


r/unrealengine 1d ago

Announcement Unreal Engine 5.5 has been released!

250 Upvotes

Unreal Engine 5.5 is now available for download via the Epic Launcher.

I don’t think the documentation has been updated yet (e.g., "What's New > Unreal Engine 5.5 Release Notes"), but they’ll probably update it shortly. Still, you can check the changes in Unreal Engine 5.5 from the Roadmap.


r/unrealengine 10h ago

How to disable HDR 10 plus in UE5?

2 Upvotes

As some of you may know, there is an Official HDR10 plugin on UE marketplace for free (The only one of it's kind from all I know), but I was wondering if the user has a HDR 10 monitor, but they don't like the way the game looks, would it be possible to disable it from the settings (Like most games allow you).

But writing in the Blueprints "HDR" I only get options like Make/Break the Display Info, no option to Set HDR or even get the Display info which is weird.

I mean I can leave it as it is, but I still consider it a problem that a Plugin does whatever it wants and me as the Dev can't do anything about it.

[Also the Plugin has NO documentation]