r/unrealengine • u/DeerfeederMusic • 5h ago
Mostly Ouch
youtube.comCustom GASP flight combined with the latest ragdoll. Auto slow-mo on collision. Auto recovery from ragdoll to back.
r/unrealengine • u/DeerfeederMusic • 5h ago
Custom GASP flight combined with the latest ragdoll. Auto slow-mo on collision. Auto recovery from ragdoll to back.
r/unrealengine • u/rdtg • 16h ago
I've been working on this since around 2018. It started on Unreal Engine 4.17 as a tiny little proof of concept involving Fallout New Vegas' intro and turned into me deciding I was going to port and remake Fallout 3 in Unreal Engine. Eventually it morphed into a plugin suite I call GamebryoUnreal, which holds all of the games base systems, script interpreter & converter and asset streaming system. The build itself has no original Fallout 3 data or content, everything that it needs is just streamed in from my local copy of Fallout 3. I eventually plan on remaking everything but this is where I am at right now :)
r/unrealengine • u/Yuri_oi • 12h ago
Hey everyone! I made a plugin for Unreal Engine called AnyRig, and I'd love for you to give it a try!
It's easier to use than the regular animating tools from unreal, it lets you simplify keys, make a control rig with one click for almost any character, you can edit an animation seuqence using control rig, and even makes retargeting a lot easier too!!
I'm leaving a tutorial on YouTube to show you how it works and how to get started.
Let me know if you have any feedback on what was made, what could change, etc
also, Documentation
r/unrealengine • u/TheV3RSE • 9h ago
Hey everyone, For a long time, building our own game felt like shouting into the void. We wanted to change that and genuinely show the world what the day to day grind of indie game development actually looks like; the wins, the troubleshooting, and everything in between. Today, we’re officially introducing ourselves: we are Mad Studios, and our debut project is an open world RPG built in Unreal Engine called The V3rse. We're building this out with a lot of passion, so we'd love to share more of our workflow, tech stack, and progress with this community if you're interested. Let us know what you think of the aesthetic so far!
r/unrealengine • u/strikingtwice • 9h ago
I'm a longtime user of other 3d software and After effects, so i'm not a stranger to 3d cams, I also am a camera operator in real world production, and i'm trying to get my head around something if i'm doing it wrong. I know how to add camera rails, extend, shape, all that business. I've attached a camera to it successfully. Keyframed the rail completion for the move. Fine. The thing that is tweaking me is that when you add the camera, it seems to place the lens directly in front of the rails and what would appear to be the camera "skate" if it were on a dolly. So when you're looking in the viewer, i have rigging obstructing my view. When I'm animating, sometimes I would like to see the rails but i don't like where they are. I tried to fix this by offsetting the position of the camera to be higher, but what seemed to happen is that it didn't change the axis or something, so when I was rotating the camera, all of the rotation behaviors were unpredictable and wrong. The camera rotation on its own when reset and not connected to anything worked fine. I tried both relative and world view, but couldn't sort it. Any tips?
r/unrealengine • u/TruthPhoenixV • 1d ago
r/unrealengine • u/fael097 • 10h ago
Starship Space Program is a Starship and Super Heavy flight sim for Windows PC: hops, hot staging, the booster catch on the tower, and on to orbit.
A few things other UE devs might find interesting:
- The vehicle physics are my own 6-DOF model, stepped at 500 Hz in double precision, with the Unreal actors following it.
- The planet is scaled space with a 16k Earth and night lights; orbits are n-body from JPL ephemerides.
- Starbase is built from lidar, aerial imagery and Sentinel-2 ground albedo.
- All lighting is dynamic (Lumen on High/Epic) with a physical Sun and exposure.
- The UI is pure Slate, no widget blueprints.
Teaser: https://youtu.be/Q_fif5EInTY
The early alpha is on Patreon: https://www.patreon.com/StarshipSpaceProgram
Fan project, not affiliated with SpaceX, Tesla, or Take-Two.
r/unrealengine • u/FastKnowledge_ • 1d ago
I've been working on a update to my plugin for UE, and I'm thinking about adding a simpler RichText widget that's easier to set up and work with.
The idea is to make things like colored text, outlines, shadows, inline images, and clickable text easier to use without having to configure a bunch of styles or manually write markup.
I've been experimenting with a visual editor for this, where you can select text, apply tags, tweak parameters, and preview the result.
Some screenshots of the current editor and examples: https://imgur.com/a/BF41etx
I'm curious how other UE developers handle rich text.
Do you use the built-in RichTextBlock, or have you ended up making your own solution?
And would something like this actually make your workflow easier, or is RichTextBlock already good enough for what you need?
r/unrealengine • u/CrawfordTerraceStdio • 1d ago
With the release of version 5.8, Epic announced that they will no longer be updating the Movie Render Queue (MRQ) and that going forward, new features will only be applied to the Movie Render Graph (MRG). There is a built-in "Basic" graph that you can use, but it doesn't expose all the MRQ features that you might need.
I've taken the existing "Basic" graph and extended it to include some of the rendering parameters that I use the most, and also added support for DLSS renders.
r/unrealengine • u/krojew • 20h ago
HI all! If you ever wanted an extremely fast plug-and-play flock/boid simulation, here you go: https://www.fab.com/listings/40953bab-d264-4fc5-9215-ad5ba4a63452
Using Niagara sim (with CPU fallback) it can easily handle hundreds of thousands of entities. Easy to use - just drop a spawn volume or spawn component. Highly configurable, lots of features, included examples. What more could you want?
r/unrealengine • u/Acrobatic-Fondant620 • 9h ago
Hello! I’m making a game using unreal engine 5.8.3 and it’s going to be for vr. I’m just wondering could I have some people to help me please? I’m pretty okay at coding and building but I can’t do this all by myself. It’s going to be like a rec room game, a social hangout game. Players can create rooms together exc, available on meta and pico devices. I won’t be able to pay you but I just thought I’d ask, all help appreciated :)
r/unrealengine • u/Yuri_oi • 1d ago
Every time a client sent me a "ready to use" animation, it was the same story: 30 keys per second, a hand that jitters like it had 4 coffees, and a skeleton with bone names that look like someone fell asleep on the keyboard. Unreal's retargeter would take one look at it and go full T-pose in protest.
So I spent way too many nights building **AnyRig**, an editor plugin for UE 5.3–5.8:
- **Control Rig right inside the animation editor.** No level, no Level Sequence, no 14 new assets in your content browser. You can view the take at 1 key per second instead of 30.
- **Smooth.** Select the glitchy keys, click, done. Click again if your mocap actor had more coffee.
- **Motion Solve.** Drag the body somewhere and it adds the foot steps, hip dip and chest lean for you. It does NOT animate the hands, because I have no idea where you want them and neither does the plugin.
- **Automatic Rig (5.4+).** A full Control Rig for a skeleton Unreal has never seen, built on Epic's Modular Rig, in one click. I tested it on a random Sketchfab monster with bones called things like "Leaves_IK" and it worked, which surprised me more than anyone.
- **Retarget Pro.** Retargets between skeletons the native retargeter just refuses to match, with the IK Rigs set up for you.
- **Bone recognition.** Mixamo, DAZ, Character Creator, MetaHuman, Biped, VRM, Rigify, MMD… and it reads bone names in 8 languages, typos included. Yes, "L_Sholder" counts.
It's not magic. Weird skeletons can still need a small fix, and you should always check the bone matches. But it took my "fix this animation" time from an afternoon to a coffee break.
Video walkthrough: TUTORIAL HERE
Docs: https://github.com/gusvero/AnyRig
Fab: FAB LINK HERE
Happy to answer questions, and I'd genuinly love feedback, especially from people with cursed skeletons. Send me your worst ones.
r/unrealengine • u/leartesstudios • 1d ago
r/unrealengine • u/sub_Zero_-0 • 1d ago
Hey everyone! 👋 I’m looking for job opportunities in Dubai related to Unreal Engine, Environment Art, Level Design, ArchViz, Lighting, and Game Design. If you know any studios hiring or have any leads or referrals, I’d really appreciate it!
r/unrealengine • u/Connect_Pollution885 • 1d ago
I got this blueprint from these 2 tutorials https://www.youtube.com/watch?v=oYmfq1GJaMQ&t=426s, https://youtu.be/6Pwb9oIXGfw?si=-WUmPGd-Nh6i16gland (one for the base spline system and the other for fixing the deformation adjustment at harsh turning points) I just need to complete on more simple step of adding a different mesh that will spawn at the same tangent and location at the end of the spline anyone know anythingabout this?
r/unrealengine • u/CrawfordTerraceStdio • 2d ago
In this video we'll be covering The Basics of what you need to know to get started using Chaos Flesh and Soft Body Physics in Unreal Engine 5.8.
There's been a lot of changes to the process since it was initially released back in version 5.2, and this video covers the current workflow.
r/unrealengine • u/xN0NAMEx • 1d ago
r/unrealengine • u/leartesstudios • 1d ago
r/unrealengine • u/olivefarm • 2d ago
The VS2022 compiler is no longer supported on ue6-main, there's a fix for what Epic calls the "top Mac crash in 5.8.2," and a couple of shader and movie-staging fixes worth cherry-picking if you're still on 5.8.
The public 5.8 branch had zero commits last week. So 5.8.4 is still an untagged candidate, and nothing new landed there this week.
On ue5-main:
On ue6-main:
r/unrealengine • u/RyanSweeney987 • 2d ago
Does anyone know of a good voxel library? I don't necessarily need to use the library directly but getting a good idea of how it works would be good. Ideally a GitHub repo
I want to change how the sim in the video is rendered. Right now it's a 2D plane with Nanite displacement being used to drive hight. This was always just for the sake of preview but I want to move to full 3D. The voxels would be spans if that matters since the sim is heightfield based.
Alternatives would also be appreciated, just as long as it's reasonably fast, right now I just need it to work for prototyping purposes.
I'm using 5.8 with heavy C++ focused development.
r/unrealengine • u/leartesstudios • 1d ago
r/unrealengine • u/SingleDev123 • 2d ago
This is a plug and a appreciation post in one. Back in 2004 unreal engine shipped with unreal tournament 2004 completely for free and my little kid brain with a bad internet connection spent days of my life modding characters and guns all black cause I was tryna be goth. Today, 22 years later, after several different jobs a few businesses and a bunch of little ideas I had, I can say I am days away from releasing a video game. I'm trying not to be emotional about it but I feel like how parents must feel when their kids finally graduate college or something. For all the hate unreal gets online about optimizations and all that bs I could care less cause they gave me something to mess around with for free when nothing is free anymore. If the people at epic ever read these forums, shout out to everything you guys do for people like me, shoutout to the blueprint team, PCG Team, Animation Group, everyone that makes it easier for people like me to express themselves. Game is called Steel Dragons, I don't have a release date yet but its going to be on meta quest 2 and 3 standalone with connected steam support coming as soon as I can get a frame.
r/unrealengine • u/Soul_Bruteflow • 2d ago
I hope the blocktober is still practices :)
This a a hub location blockout for a Project Altrion. The HUB - is a crashed spaceship designed for one person, but can support multiple crew members. I tried talking into account different vital spaceship systems, as well as different rooms that are needed for the gameplay. The rooms include: two engines bays, reactor and energy storage, algae grows and water synthesizer\purification, storage room, holding cells, medical bay, armory, meditation room, research room with plant growing section, kitchen, captain quarter, pilot deck and teleportation room.
r/unrealengine • u/bengtjan • 2d ago
Hello. A couple of buddies and I are working on this racing game using Unreal. We're trying to make it look like a mix of a retro racer (like NFS, Ridge Racer) and how you remember them in your head (if that makes any sense?). There is also a big emphasis on DnB music. I would love it if you have some time to check it out!
r/unrealengine • u/a_hoonter_must_hoont • 2d ago
Hey everyone - I'm from the team at thatgamecompany (Journey, Sky: Children of the Light) organising thatgamejam#02. Wanted to share it with the community here for anyone looking for their next jam.
Our first global jam had ~250 entries inspired by a single image. This time, the theme will be a piece of music, revealed on October 24. The challenge is to turn what you hear and feel into gameplay.
Any genre is welcome. It doesn't have to be a music or rhythm game, and you don't need to include the music track in your game.
Full jam details & registration: https://itch.io/jam/thatgamejam02
If you're looking for a team member, feel free to join our discord group (invite link available on jam site) where we have a channel there for open teams. Happy to answer questions here too :)