r/unrealengine • u/Latter_Task_5092 • 22m ago
Blueprint Swapping value of ENUM with one key press?
Hi, Currently I am struggling to figure out how to handle swapping abilites in my game, there are 3 and the idea is to have one key toggle which one is currently selected, then another to fire that ability (Which is bound to if you have found the item yet) Is there any way to get this to work? I watched some videos on enums and still don't understand how to make the value of the enum swap with one key, any ideas?
r/unrealengine • u/Omeg_Tuber • 50m ago
Help Shadows getting distorted after building lights in UE 4.7
UE 4.27* No one in the UE discord was able to help me so please guy i'am begging for help at this point, i tried playing around with the setting for 2 hours and nothing worked Before: https://streamable.com/8pyaqe After: https://streamable.com/9byftp
r/unrealengine • u/-Memnarch- • 1h ago
Discussion So it seems spawning Level Instances supports replication. Anyone has experience?
After some playing around with level instances, I noticed that Loading a level instance directly will not make them replicate. But If you create an actor, add a level instance component and set it to replicate, spawning this actor will make things replicate properly, including all the networked function of those actors etc.
Anyone has experience with it? Just in case there are traps hidden somewhere.
r/unrealengine • u/Mission_Low_8016 • 1h ago
Screen Space Shadow in UE ????
I recently discovered a new technique called "Screen Space Shadow" (SSS), and I find it extremely interesting. It seems like this method could be crucial for improving both optimization and shadow quality in games. However, I couldn’t find much discussion about implementing Screen Space Shadows in Unreal Engine.
My questions are:
- Is it possible to use Screen Space Shadows in Unreal Engine?
- If so, how can this be implemented?
- Are there any resources or detailed explanations on how to set up or adapt this technique in Unreal?
Here is the link where I originally learned about this technology: https://www.bendstudio.com/blog/inside-bend-screen-space-shadows/
r/unrealengine • u/Redtwintails • 1h ago
VR development in Unreal engine
Hey I learnt the basics of UE4 a few years back and want to get back into it. Is UE5 now a good option for VR development or does it have instability issues? if not which version is a good version to work on have you experienced? I was planning on using 4.27 since it will be simple and I wont be needing lumen and nanite, but I'm tempted to give UE5 a go (barely touched it).
any good resources also is highly appreciated like if there’s a vr developer community for ue or similar.
r/unrealengine • u/OpneFall • 2h ago
Question Rendering Out Animated Texture As a Video?
I'm looking to do what is described here- rendering out a material animation as a video or image sequence
https://youtu.be/bgqEAC8Ytnw?feature=shared&t=206
Is this possible in unreal?
I suppose a workaround might be a 2 sided material inside a sphere with scene capture and a 360 camera inside of it, but wondering if there was a simple way
r/unrealengine • u/Georgijevic • 2h ago
Release Notes The Best Solo VR Adventures on the Meta Quest 3 and 3S
vrexperiencezone.comr/unrealengine • u/Silly_Reason_2168 • 3h ago
I started working on my first commercial Horror game. I worked mainly on the level design and the gameplay of the main character. I am inspired by the game resident evil 4 and the game The killing antidote. I will change the model for the zombie and get better animation. What are your thoughts?
youtu.ber/unrealengine • u/PERILOUS7 • 3h ago
Where do i replace animations?
Hi all, Ive got an AI character and i have got some retargeted animations for attack etc working fine but i cant find how to replace the movement animations with the new ones ive got ready to use? ive tried opening every thing i can in the blue print but i cant find anything that references any movement animations.
r/unrealengine • u/jimdublace • 3h ago
Tutorial Utilizing Multi-User Editing and Diversion
medium.comr/unrealengine • u/7thPwnist • 4h ago
Question How to get Cine Camera settings to look the same as default Camera Component?
Hello. I have made a cutscene using Level Sequencer with a Cine Camera Actor. It mostly looks fine, but the Cine Camera is weirdly zoomed in compared to a normal camera. The settings options for the Cine Camera are way different than those for a normal Camera Component (which has FOV, Projection Mode, and Aspect Ratio).. here there are far more options and they're pretty confusing. I already disabled the cropping, but I want it to also not have this zoomed in effect. What settings do I need to change to make the view from this camera identical to an out-of-the-box default CameraComponent?
Thanks!
r/unrealengine • u/Septimus_Gaming • 4h ago
Question How to use Cloth Physcis in UE5
I've been trying all day to make this work, but I have no idea what I'm doing.
My first trouble is how do I import a Skeletal Mesh properly, because every time I try, it just crashes the game engine. I just a mtrying to import a cloak mesh into Unreal Engine, and try out the cloth physics with hthe cloak, on my character. Do I need to be adding something into the mesh in Maya itself, or is it the Unreal Engine that's causing the problem?
r/unrealengine • u/hcdjp666 • 4h ago
Marketplace Action Game Sounds Pack: 900 high-quality, original sound effects, perfect for action, adventure, RPG, fantasy, and a wide range of other genres
fab.comr/unrealengine • u/porchglider • 6h ago
Please recommend a good project for practicing camera sequencer
I am looking for a simple free project that would be a good start to practice cinematography with the sequencer. Any suggestions would be appreciated Thank you
r/unrealengine • u/BakulkouPoGulkach • 6h ago
Question Lower fps with HW ray tracing
Hello
I have noticed that when I turn on HW ray tracing I get around 10fps less - around 80fps in total
with HW ray tracing off I get around 90fps
I have lumen ON, nanite ON even megalights ON
I have AMD 7900XTX card with latest drivers
does anyone have idea why is this happening, or what kind of settings can I try? I was expecting the HW ray tracing will perform better
thank you
r/unrealengine • u/Magi_Bag • 6h ago
Solved Help needed with blueprint interface - UE5
Hello,
Recently I decided to try and make a game of my own for the first time, choosing UE5 as my first engine due to blueprint coding. After a bit of a break I came back to my little project and tried adding an item pick-up/drop system. I'm currently having an issue with my BPI_ItemPickUp interface. I'm trying to get it to send item mesh to my player controller, but I encountered a little obstacle in form of interface target reference (screenshots below). My interaction system basically calculates a vector line from camera, when it hits a compontent it checks whether is it interactable or not. Interaction itself works fine, but after the break I tried sending interacted item's mesh to player controller so they can hold it, the issue is when I called in for my function that I can't exactly select it's Target as Hit Actor, any suggestions as to how could I fix it?
I'm incredibly new to coding so I apologize in advance if my ramblings aren't as precise as they should be
My blueprints thus far
https://imgur.com/a/pfwhK3g
r/unrealengine • u/zefrenchnavy • 6h ago
Question Animation sequences and root motion
I am kind of new to using animation sequences in sequencer for cinematics, and I’m running into an issue I can’t find an answer to.
I have some animals from a pack that are all skeletal meshes with skeletons and animation sequences for each one. All of the walking animations have a root motion variant, which I believe is supposed to allow it to not snap back to the origin when the walk cycle completes. For the life of me I cannot figure out how to make them not snap back. I’ve tried enabling/disabling root motion, looping the animation, and also just trying to use the animation sequence directly in the scene rather than assigning it to the skeletal mesh. Still no change. I don’t understand.
Also, I had a problem in my scene where the fps had unexpectedly dropped to 6-12 fps unless I rebuild geometry, after which the fps would go back up to 45+. However, if I rebuild geometry, animation sequences don’t play at all in the sequencer unless I hit Simulate. I have almost no experience with this, so I just don’t know where to start.
r/unrealengine • u/SKWAZOFAR • 7h ago
How to add displacement without height map?
I stayed away from using Fab to give it some time to settle down, but now I want to use Megascan assets again. However, I can't find a height or displacement map anywhere in the texture I downloaded, even if I download the entire texture set. I do however have a bump and cavity map, so I tried using both of these individually but that is unfortunately not it. I also tried looking online but couldn't find anything to help me. What am I missing?
r/unrealengine • u/_Cepik_ • 7h ago
Show Off I created short horror game from scratch while learning with unreal engine.
cepela.itch.ior/unrealengine • u/wingsneon • 8h ago
Question Is there a way to disable a component within my actor, for debugging purposes, just like in Unity (literally ticking a box to enable/disable)?
r/unrealengine • u/6Guitarmetal6 • 9h ago
Show Off Ambient reactive visualizer as controlled by Ableton Live and Unreal Engine
youtu.ber/unrealengine • u/giraffe-cat • 9h ago
Discussion Using Billboard Impostors to replicate sprite-based pseudo-3D games
Hello! I'm making a racing game where all of my in-game objects are represented by sprites, in the style of something like OutRun or Power Drift. I decided that the best way of doing this was to use Billboard Imposters, where you generate a flipbook texture of your object from all angles around it, and then set up a material that displays a flat billboard showing the correct sprite based on your viewing angle.
Unreal Engine has a couple of methods for doing this. The first, older method looks like it was introduced in around 2015 as part of the RenderToTexture toolkit, and is pretty bare-bones, but basically does what I need it to do. It can be found in Editor Content > Art Tools > RenderToTexture > Blueprints > RenderToTexture_LevelBP. It takes a static mesh as input and then arranges instances of that mesh at various rotations in a grid, which you then take a high-resolution screenshot of, along with other render channels like Normals, Base Colour etc. You then create a material and make use of the ImposterUVs node to display the right part of the texture based on viewing angle. The baking process looks like this: https://i.imgur.com/DghhqsU.png
The newer method is known as Octahedral Impostors, and was developed for Fortnite. It was made for a specific purpose, which is replacing large numbers of meshes at low LODs, but is further away from what I'm trying to do than the older method, because it does a lot of work interpolating between the different angles and smoothing the transitions, things that I don't need. You need to enable the ImpostorBaker plugin, and the baking process for this method looks like this: https://i.imgur.com/5ndGj8L.png . I've not had very convincing results, even before trying to remove all of the functionality I don't need from the rendering method; the detail on the object is really patchy, even at high resolutions, and the interpolation looks weird as you move around the object.
So, I think the first method is going to be better for my project, and I've got it largely working as I want it to, but it's not quite right, no doubt because the code driving it is long since deprecated. Here's the output from the RenderToTexture method: https://i.imgur.com/a6UdDRz.png . And here's what the results look like: https://imgur.com/c9euufs
The main problem is that the angle that the car is displayed at is wrong, both horizontally and vertically. For example, I would expect this screenshot, where the camera is pointing directly along the grid line below, to show a straight-on back view of the car: https://i.imgur.com/GkWsbeq.png . There's also the fact that rotating the plane that the material is applied to has no effect on the rotation of the object. The ImposterUVs node has an input for rotation (seen here: https://i.imgur.com/D3F4qYo.png ), which I imagine you should be able to hook up to use the rotation value from the object the material is applied to (though I'm not well-versed enough with materials to know how to do this). Even then, though, this only affects 'horizontal' rotation, around the Z axis, and not vertical rotation. One of the benefits of the Octahedral Impostors is that the materials that get generated do take object rotation into account; I thought I might be able to figure out what part of the 'Impostor' material function is doing this, but it was a bit beyond me.
One final thing that doesn't look right is how the sprite warps when it's close to the camera; you can see this at the end of the video above. This is presumably caused by Unreal's emulation of a camera lens, but ideally I'd like to bypass that, and just essentially a draw a sprite to the screen exactly as appears in the spritesheet, but scaled to the right size.
So, to summarise, I'm trying to adapt Unreal's older, deprecated method of baking and rendering Billboard Impostors so that it a) displays objects at the correct angle, b) takes the rotation of the object the material is applied to into account, and c) bypasses Unreal's camera lens emulation and draws the sprite exactly as it appears in the spritesheet. Is any of this doable? If so, any pointers would be greatly appreciated!
r/unrealengine • u/wingsneon • 9h ago
Question Question on Multiplayer Framework with "Ignore Component When Moving" - not replicating to client!
Hello folks, I started a project for a bomberman-like game, and I decided to implement multiplayer. I've been studying the Multiplayer Framework for a couple days, and now I decided to try implementing.
The first problem that I'm not managing to solve is that bomberman feature where the player place de bomb right beneath his feet > the collision with the bomb is disabled until the player moves away from it.
I'm using "Ignore Component When Moving" that's being executed through server authority, it makes the player ignore the spawned bomb's collisor. It works fine in the listen server, but in the client side it shows the player as if it was teleporting around the bomb, avoiding to be inside of it - probably because the ignore collisor isn't being replicated. I don't know how to proceed, I tried ticking all the collisors as "replicate", tried running both in server and remote, but nothing seems to work
r/unrealengine • u/lukejeetskywalker • 9h ago
Show Off Weird devlog for a weird game
youtu.beHello I'm an artist and solo dev from Mumbai, I've been working on a creepy crawler titled 'distributed mind test', here's my first weird devlog where I get into the mythology and Worldbuilding of game, would love to know what you think :)
r/unrealengine • u/Obsydie • 9h ago
Solved How do I teleport my player character at the press of a button?
I want to be able to teleport the player between two areas of the map at the press of a button, depending on if the player is above or below e.g. 3000 on the Y axis they would teleport either +3000 on the y axis or -3000 on the y axis. I've looked online and I can't find a tutorial on how to do this, does anyone have any advice?