r/unrealengine 9h ago

Question Lower fps with HW ray tracing

1 Upvotes

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 9h ago

Solved Help needed with blueprint interface - UE5

1 Upvotes

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 9h ago

Question Animation sequences and root motion

1 Upvotes

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 10h ago

How to add displacement without height map?

1 Upvotes

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 14h ago

Show Off Check out my early PCG Ditch and Landscape Deforming Generation Devlog! GamesByHyper

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2 Upvotes

r/unrealengine 1d ago

Question Is Rider worth it and why is it better?

27 Upvotes

As far as I have read, you still have to restart the editor after changes to header.


r/unrealengine 15h ago

Light Flickering Lumen animation

2 Upvotes

Hi guys, I'm having a problem when rendering an animation using lumen. I tried both render queue and legacy and every time some lights keep turning on and off and this doesn't happen when I'm only working in the scene.

Am I missing something here?


r/unrealengine 12h ago

Question Question on Multiplayer Framework with "Ignore Component When Moving" - not replicating to client!

1 Upvotes

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 6h 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?

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0 Upvotes

r/unrealengine 12h ago

Solved How do I teleport my player character at the press of a button?

0 Upvotes

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?


r/unrealengine 16h ago

UE5 Constant crashes since today

0 Upvotes

I used to go hours without crashes now I'm getting this every 15 minutes. I added a think so that rivatuner has no detection for unrealeditor.exe but it hasn't helped. I don't get that gpu crashed message now but I get this report that I will attach in the comments. Anyone have a fix?


r/unrealengine 17h ago

Show Off Upcoming game 'Hydro' - Dev Log #3

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1 Upvotes

r/unrealengine 17h ago

Question Material AO for baked lighting in UE5 (GPULM) not working

1 Upvotes

Hello everyone,
I'm working on UE5.5.1 with Lumen turned off and GPULM enabled instead for baked lighting.

With this setup, SSAO works great. However I can't see Material AO working on my meshes. Even if I power my AO map in my material to very high numbers, nothing changes on my scene. When changing the buffer visualization to Material AO, everything is white so I guess it's not working either.

I already know that in order to enable Material AO with Lumen, you need to disable Static Lighting in the project settings. However in my case I'm using static lighting and not Lumen so what should I change?

Thank you very much for your answers!


r/unrealengine 1d ago

Show Off A Pinball I have started to work on during last Christmas.

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12 Upvotes

r/unrealengine 1d ago

Just Posted my 1st & Free UE Asset!

9 Upvotes

r/unrealengine 19h ago

Build crashes on launch (UE 4.22, DirectX 10)

1 Upvotes

So, what's going on:

  • default TwinStick project
  • both DirectX 10, 11 and 12 are selected as valid RHIs
  • Win64 Development build (it just ignores DX10 and goes to DX11 in Shipping, even with a proper launch command)
  • -sm4 and -d3d10 launch arguments
  • this error on launch:

Fatal error: [File:D:Build++UE4SyncEngineSourceRuntimeRenderCorePrivateRenderingThread.cpp] [Line: 819] 
Rendering thread exception:
Assertion failed: Resource [File:D:Build++UE4SyncEngineSourceRuntimeWindowsD3D11RHIPrivateD3D11UniformBuffer.cpp] [Line: 257] 
Invalid resource entry creating uniform buffer, FViewUniformShaderParameters.Resources[48], ResourceType 0x6.

Any thoughts how this can be fixed? Can't find anything about in Google.


r/unrealengine 1d ago

Tutorial Article: Animating in C++ with Curves & Easing Functions

35 Upvotes

Unreal Engine has tons of ways to move, interpolate and otherwise animate things...but it's lacking a simple and lightweight animation option in C++ to apply to any variable or object type.

In this article I show a simple way to implement this (tweening) with one implementation example for Curves and another using Math (with easing functions).

Read more: https://www.tomlooman.com/animating-in-cpp-curves-and-easing-functions/


r/unrealengine 19h ago

Question Is there an alternative to spline component which points can have more than 2 neighbours to create for example boxes?

1 Upvotes

Here's an image if it maybe helps https://imgur.com/a/ZR21vqP

Pretty much title. I want to have an easy way of putting points around complex meshes to better the performance when doing calculations.


r/unrealengine 19h ago

Question How does the fabric migration work?

1 Upvotes

When opening quixel bridge from the engine it tells me that megascans have moved to fab. When I search for assets it tells me to "get it on fab". If I go to Fab then my assets arent even purchased yet. The only place where I have access to my megascan assets now is on the separate quixel website. This means both the quixel and fab plugins don't work anymore making this much more inconvenient. Why/ how can my assets be purchased on one platform but not the other even on the same account?

Edit: All my downloads are failing from the quixel website. Draging and dropping from the plugin worked 2 weeks ago lol. Idk how to fix this.


r/unrealengine 19h ago

Help Can't Select .STEP Files for Import with Datasmith CAD Plugin in UE5... help

1 Upvotes

Hi everyone,

I'm working on a project in Unreal Engine 5.4 and trying to import a .STEP file using the Datasmith CAD plugin. However, when I try to import via Datasmith, the .STEP doesn't appear as a selectable in the file browser.
Is there a specific setup or additional step required to enable STEP file support in Datasmith?

Any advice would be greatly appreciated! Thanks in advance :)


r/unrealengine 1d ago

Check out my upcoming metaballs asset

4 Upvotes

Hey guys! For those who don't know, metaballs are the blobby balls that you see here and there in games- typically, only in 2d games, because getting them to be performant in 3d is a real challenge.

I've been working on this metaballs implementation for several months for my game, Soar, and I decided to release it as a standalone asset on Fab. It's robust, performant, and customizable- all through a single material parameter collection. It's very easy to set up and configure, even for someone non-technical.

If you are a technical person, this is a raymarching implementation which, while I've optimized it very heavily, has all the problems that any kind of raymarching does. I'm currently working on a bezier clipping-based implementation, but it's slow going- if you've done something like that before, please let me know.

Any,way, here's a video of it running on my 3070 at 1080p and here's a playable demo. Let me know what you think! Does it run well on your system? Are there any features you'd want? Would you use this in your next project?


r/unrealengine 1d ago

Question Is there a "Correct" way to do something?

10 Upvotes

Hey guys. I am fairly new to unreal engine and I have been watching and implementing some tutorials and they have been really helpful so I tried to do some things on my own and there have been a lot of things I did different and have worked. For example I wanted to have some player stats like HP, Stamina and XP.In the tutorial a blueprint component was used and was added as a component to the 3rd person character blueprint but I added everything directly in it. I know that in coding in general there are a lot of ways to solve one problem but from your experience are there any features that are better implemented in a specific way or blueprint Thanks a lot in advance😁


r/unrealengine 21h ago

Upgraded GPU to RTX 4070 ti super, engine no longer runs.

1 Upvotes

I've tried reinstalling 5.4, 5.5. reinstalling nvid drivers, trying a couple demo projects. nothing works. I'm able to open a project for a few seconds. all 3d widgets artifact. Interacting with the content drawer causes immediate crash. The logs say 'access violation' any help?


r/unrealengine 2d ago

Anyone else lost motivation after FAB

162 Upvotes

I used to count down the days for the free assets and such but can't explain it this fab thing kinda stopped game dev and the excitement for a bit. Granted I put a game out and have been prototyping for another but the unreal marketplace for inspiration no longer exists for me. I think it's not just fab it's worrying about the future of unreal and epic


r/unrealengine 21h ago

UMG Text widgets showing up out-of-ZOrder and on top of an overlay?

1 Upvotes

My options menu is a full-screen widget. Its Z order is higher than every other widget on the screen, and it is ordered to be placed on top of every other widget even if that wasn't the case. When I click my button to pause my game and enable the options menu's visibility, the text widgets of the buttons of my previous menu remain on screen. The buttons that they are nested in are properly covered, the image containing those buttons is covered, but the text of the buttons is displayed on top of my escape menu.

My game is almost done can I please have one day where some asinine engine issue doesn't manifest? I'll get around this by just hiding the menu that should ALREADY BE CONCEALED two different ways but what the hell.

This is absolutely an engine bug with 5.5.1. I've used this system for years, I know what I'm doing. Has anyone else encountered this? I can't find a thread on it.

Edit: My UI has two different menus. The "Main" menu, and the "Escape" menu. If I manually hide the "Main Menu" widget upon opening the options window, then this issue manifests again but with the "Escape Menu."

This means that I now need to ALSO hide the "Escape Menu." Something that is NOT EVEN VISIBLE AT THE TIME THAT THIS BUG IS OCCURING AHAHAHAHAHAHAHAHAHHAHAh

Edit 2: You'll never believe it, other people have encountered this issue! https://forums.unrealengine.com/t/widgets-being-rendered-out-of-order/669687/2 Guess what, no response or information. Isn't game dev totally awesome?

Edit 3: In my rage I just duplicated the image background of the options menu 80 times. That actually worked and you only need to do it once. I now do not have to set up a system where I selectively hide and unhide certain widgets in certain contexts and can just drop the menu over everything as I intended to do originally. Even though the fix is easy, I shouldn't have to do this.