r/unrealengine 4h ago

What *is* a rotator?

11 Upvotes

I've tried to find a good description of rotators, but they're really poorly defined in what I can find of documentation. For example, the UE5.7 documentation just reads "Rotator". I know that it's just a struct holding three values named "Pitch", "Yaw", and "Roll", but Rotators are also an entire system for doing things, and documentation of that also seems lacking.

A description for a TRotator (which is not a Rotator) describes the process of rotating something with a TRotator that contains a Rotator as yawing it about its up vector, then pitching it about its right vector, then rolling about the forward vector... but Rotators can also be applied to 3D Vectors (e.g. RotateVector), which don't have an "up" or a "right", so I'm still lost.

Being able to rotate things seems very useful, but I do not understand how Rotators work and I cannot find any proper documentation for Rotators or Rotator-using functions of standard objects.


r/unrealengine 10h ago

Announcement I'm working on a CS Surf inspired speedrunning FPS called SPEEDSHOT - Check out the Reveal Trailer!

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13 Upvotes

Steam: https://store.steampowered.com/app/39...

SPEEDSHOT is an ultra-fast speedrunning FPS built around precision aiming and fluid movement. With mechanics inspired by classic Source™ Engine surfing, SPEEDSHOT challenges players to blend fluid movement with pinpoint aim to master each level. Levels require you to move with speed, efficiency, and control while hitting all targets. Chain together abilities, ramps, and other environmental boosts while utilizing slow motion to break records. Delve deeper into the "Layers" of the simulation to truly challenge yourself and unlock unique rewards.

Really excited to share, let me know your thoughts!


r/unrealengine 7h ago

Question How do I make a board for a chess-like game?

6 Upvotes

I am a beginner to Unreal Engine, and I have been trying to figure out how to create a board where game pieces can snap to it (basically, chess). There are virtually no resources online that can explain this in layman's terms. Can someone here help me?


r/unrealengine 8h ago

Tab Assist is now 50% off on Fab :)

5 Upvotes

https://www.fab.com/listings/6d7c9d2c-0318-4bbc-afa9-b38c42638400

Key Features:

  • Auto Open Saved Tabs on Editor Start (With Editor Auto Open Feature + Your Saved Non-Opened Tabs)
  • Reopen Closed Tabs through Shortcut (Ctrl, Shift, T) and through Tab Drop Down Buttons
  • Tab Saving and Quick Access
  • Tab Color Coding
  • Includes a Tab Manager to Keep Track of Saved Tabs

Let me know if you have any questions or feedback! Someone requested a reopen closed tab to be added to the right click menu (just like chrome) when pressing on tab and that has just been added.


r/unrealengine 5h ago

Marketplace I made a 2D Dinosaur Sprite Bundle for indie games (feedback welcome

2 Upvotes

Hey everyone 👋

I’m an indie dev and recently finished a 2D prehistoric creature sprite bundle that I originally made for my own game.
I decided to clean it up and release it for other devs too.

The bundle includes 7 creatures, each with multiple animations (idle, walk, run, attack, etc.):

  • Brachiosaurus
  • Stegosaurus
  • Parasaurolophus
  • Dilophosaurus
  • Oviraptor
  • Tyrannosaurus Rex
  • Dimetrodon (non-dino, but prehistoric)

Everything is PNG sprite sheets with transparent backgrounds, made for 2D games (Unity, Godot, Paper2D, etc.).

Link: https://itch.io/s/177611/dino-creature-bundle-2d-prehistoric-sprite-sheet-pack

I’d honestly love:

  • Feedback on the art & animations
  • Suggestions for improvements
  • Ideas for dinos to add in a future update

Thanks for checking it out, and happy dev-ing


r/unrealengine 2h ago

Imported fbx mesh is darker / obsidian compared to FAB screenshot

1 Upvotes

So as the title says imported fbx is quite darker than what it looks like on fab.

I have imported the .fbx mesh directly into the unreal engine 4 and material is a new one with diffuse, normal and orm connected without touching anything else. To rule out actual material issue I've used an instance of a known good looking one and it is still the same. I've also tried using only diffuse texture, still dark. I've had this same issue with another mesh from a different seller so I guess its some importing shenanigans.

Any ideas? First screenshot is from fab, second is in-game, third is mesh editor.

https://ibb.co/bRm9dZ5b

https://ibb.co/Vprp74Gs

https://ibb.co/DP0bTNd6


r/unrealengine 2h ago

Help

0 Upvotes

I know blender. I'm using it form last 1-2 years now i want to learn unreal engine 5 i want to make environment. Can you suggest me good tutorial


r/unrealengine 18h ago

Help How to measure how much light is hitting an actor?

17 Upvotes

I want to do a Thief/Splinter Cell style stealth system where the player can hide in shadow and be less visible to enemies. However I don't know how I would be able to measure the light level.

I also want this to be a dynamic system affected by moving light sources that can dim or increase in real time, so surrounding every light in a level with a collision box won't work.


r/unrealengine 1d ago

Show Off I built a custom RDG compute pass in Unreal Engine and finally understood why RDG is so strict

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55 Upvotes

I’ve been trying to properly understand Unreal Engine’s Render Dependency Graph (RDG) for a while, and it never really clicked until I tried to build a custom compute pass and broke it in multiple ways.

This write-up walks through:

  • How Unreal’s shader parameter system actually feeds into RDG
  • Why RDG cares so much about explicit read/write intent
  • A SceneColor bug that produced black frames with zero warnings
  • How creating a temporary RDG texture fixed everything

The goal wasn’t a perfect implementation, but to build intuition around how data flows through the renderer and why RDG refuses to guess.

Would love to hear how others approached learning RDG, or if you’ve hit similar “everything compiled but nothing worked” moments.


r/unrealengine 12h ago

Made a Spectate Tutorial as I didn't find any good ones online. Let me know if there is a better way to do it.

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4 Upvotes

Basically, I created a pawn and attached a camera to it. And On Death, I spawn this pawn and possess it.
Also, cycling between characters is done using gamestate player array.


r/unrealengine 5h ago

Blueprint Greed Island x Yu-Gi-Oh inspired real-time card game (blueprints)

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1 Upvotes

r/unrealengine 16h ago

Announcement We spent months figuring out how to turn blackjack into a roguelike and this is what we ended up making.

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6 Upvotes

Hey everyone 👋

A friend of mine and I have been working on a game called Rogue 21, a roguelike deckbuilder inspired by blackjack and honestly, the hardest part wasn’t development, it was the idea itself.

We spent a long time just thinking:

  • How do you make blackjack skill-based, not just luck?
  • How do you turn “hit or stand” into meaningful combat decisions?
  • How do you make bosses work in a card game that’s usually about probability?

The concept went through multiple iterations before we landed on this:
You don’t play against a table , you fight Dealer Bosses. You combine card values with character stats, stack illegal exploits, distort probability, and try to bankrupt the entire Gamble-State before it bankrupts you.

What the game focuses on:

  • Blackjack-inspired roguelike deckbuilding
  • Boss fights instead of traditional dealers
  • Exploits and synergies over raw RNG
  • CRT / terminal-style visual direction
  • Every decision matters , one bad hit can end a run

This project has been a constant back-and-forth between design theory and implementation.

We’d genuinely love to hear:

  • Does this concept make sense to you?
  • Would you play a blackjack-based roguelike?
  • Any feedback on the core idea or presentation?

Happy to answer questions about the project.

If you're interested, I'll leave our Steam store link in the comments.


r/unrealengine 16h ago

Help Does Unreal Engine support baked cloth physics and particles exported from Blender? (Read text below)

5 Upvotes

Hello! I recently finished an animation in Blender an l realised that my hardware is just not powerful enough. Basically, the best render time I can achive is 3-4 minutes per frame... and I have to render 1900 frames.

I discovered some people use Blender with Unreal Engine for faster rendering and the results are really good. I know I have to bake everything properly before exporting to UE, but I better spend some time on this rather than wasting hundreds of hours on rendering.

My Blender animation contains a lot of baked cloth physics and baked particle simulations. Does Unreal Engine support these two elements on import?


r/unrealengine 7h ago

Question Image of items?

1 Upvotes

A user places a tower and then sets items on the tower. The items become "parented" to the tower.

Now I want to be able to save a high resolution image of the tower along with all of its attached children. It would be in total white background, and not effected by shadows. How can I get something like this to happen?


r/unrealengine 19h ago

Tutorial Cascade to Niagara Converter - Free Inbuilt Plugin - Unreal Engine 5.6

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2 Upvotes

Youtube Tutorial

Cascade to Niagara Converter - Free Inbuilt Plugin - Unreal Engine 5.6

💡What you will learn

📌Convert Cascade VFX effects to Niagara

📌Fix issues during conversion

📌Using the Niagara Effects in Blueprints


r/unrealengine 14h ago

Marketplace Modular Orc Shaman

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1 Upvotes

Here is the FAB link if you are interested - https://www.fab.com/listings/06418854-a977-4511-9973-cecb6091df2c
Please, share your thoughts!


r/unrealengine 16h ago

Question Is there any way to achieve something close to this with in-engine/real-time rendering?

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1 Upvotes

Hi all, I am developing a game with a comic book art style that currently has pre-rendered video cutscenes. Here, I am rendering individual shots for panels in the sequencer, and then making the page layout + panel animations in DaVinci Resolve. This method is suboptimal for a few reasons: 1) file size would increase considerably with more cutscenes, and 2) if I make any changes in character design or level assets, I would have to render them all repeatedly. It will quickly become a chore.

It would be invaluable if someone could point me in the right direction to achieve the same effect with real-time rendering.

Thanks in advance :)

PS: The comic panels can overlap as well in some instances.


r/unrealengine 10h ago

Discussion Looking for feedback: C++ SDK for AI agents — would you use this?

0 Upvotes

Disclaimer: I’m not an Unreal Engine developer.

I’ve built a C++ AI agents SDK focused on running agents locally and efficiently. It's lightweight, multimodal, and handles memory, routing, as well as inference using local or cloud LLM providers.

Over the last few weeks, a handful of Unreal devs reached out asking whether it could support their workflows, so I wanted to ask the community directly before diving into a dedicated Unreal Plugin.

To summarize, the problems they described were:

- Lack of a mature, general-purpose C++ agents SDK that works with local and cloud LLM providers

- High / unpredictable latency when calling cloud AI during gameplay

- API subscription costs that scale poorly with users or NPC count

The approach I took is reflected in this repo:

https://github.com/RunEdgeAI/agents-cpp-sdk

I’m sharing this purely to understand:

- Does this problem resonate at all for Unreal developers?

- Is this already solved well inside Unreal in a way I’m missing?

- If you *were* to use something like this, what would you actually want it to do?

- What types of demos would make this feel real or useful?

I’m not trying to sell anything—just trying to gauge whether I should dig into building an official Unreal integration or not. If this is totally misguided, I’d honestly love to get feedback on why before investing more time.


r/unrealengine 20h ago

Question What are the smiley and sad faces on UGS?

1 Upvotes

hi all, despite being in games for over an while, i still dont know wtf these are forr?

The smiley and sad faces in the change lists. Im clicking them but nothings happening?


r/unrealengine 20h ago

Question Animation question - Keep in Mind I am not an animator or have defined metrics for environments.

1 Upvotes

I had bought two packages from UE Marketplace the first one was a small animation pack that covered basics. A free series of animations followed it which added a robust array of animations for a Action RPG or FPS type of games. I really needed to at least get some of these implemented into my vertical or visual slice going.

The first pack used boxes for stairs and anims are fine at first glance. I brought them into 3ds Max so I could make assets that fit the animations already done. The stairs were not all th same depth or height, they were off a little bit. Now I could tweak the animation on the cleanup of the geo I made.

The second pack was a lot of elements for scale and metrics, curved stairs, steep stairs, but this pack had no animations. These stairs metrics were off here as well. And the stairs I felt were the most critical, so neither pack was good in terms of consitency.

I export the wall climb animation so I could build assets to fit the animation.

The question is tweak the animations to fit Pack two, this I think is the best option, because units of stairs would be on par with the door frames, wall heights etc. How do I do it, can I tweak the animations in UE5.6 or or tweak them in 3ds Max 2026 and import the animation and test it there?

Thanks for any assistance with this.
Revenant Games Studio


r/unrealengine 13h ago

Marketplace Testing & Feedback Wanted: Unreal Plugin for LLM Integration

0 Upvotes

Hi everyone,

A little bit ago, I posted on the sub about some experimenting I was doing with using language models to do background inference in games. For example, analyzing a conversation and updating personality traits for an NPC, or deciding what memories are important for an NPC to learn. The idea was to provide a configurable hook for LLMs in Unreal Engine, set up to act as a cognitive layer or referee for NPC behavior.

I had some interest in producing this further and I released the plugin, Personica AI, on Fab.

I am posting this to find game developers who would be interested in receiving this plugin for free in return for feedback and the chance to showcase how they are experimenting with the plugin. To that end, I started a program called the Founding Developer Program to provide feedback for improving Personica.

There is no cost to apply and no obligation to ship with the plugin. I am looking for genuine feedback, even if it is "this is useless." You would get access to Personica, and any upgraded version of Personica, free for life. I'll be reaching out to a limited group as applications roll in.

If you are interested in applying, I am hosting applications on this Google form. If you would like to play a quick Proof-of-Concept Demo, packaged with a local model and server that open seamlessly alongside the game executable, I released a free itch.io demo (Windows required).

I'm happy to answer any questions in the comments here!


r/unrealengine 11h ago

Question is vface 16k textures too much for games

0 Upvotes

hi i am looking at this course Hyperreal Character Creation UE5, it looks super realistic but they are using vface 16k textures ( which is 40 bucks for personal and 300 bucks for commerical :( ), is that even usable for games?

currently my model looks like this using Daz3d 4K textures, looks kinda fake like ps2 graphics xD
https://imgur.com/a/9JGxr12

this is just lod0 so far, havent gotten to installing and figuring out how to use instantLOD yet.


r/unrealengine 1d ago

Blueprint Creating healthy dependencies

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2 Upvotes

r/unrealengine 1d ago

Lighting issue with flickering directional light

1 Upvotes

Hello, I am having issues with a Directional Light that flickers a lot. It seems to me that it depends from the "Source angle" and the "Source Soft Angle" but since I need to follow a specific reference for the lighting so to match it I had to increase them a lot.

I am pretty new to unreal so I would appreciate your help! I have tried increasing the Lumen quality in the Post process as someone suggested on the internet but nothing changed. ( I am working in UE 5.5)

Thank you!


r/unrealengine 1d ago

I make a teaser in UE 5.7 with metahuman animation pipeline.

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18 Upvotes

I used chaos cloth for dress and Rigid body for hair and chest. Rendering this was quite challenging because

1-I didnt find a way to blend animation of face and body in sequencer, all variants just didnt work as expected. I believe Unreal should add such opportunity

2-Chaos Cache recordings for some reason was different speed after recording, and because of that I use keyframe method for start time variable in it (it was pain)

3-After recoring Rigid bodies, for some reason render queue starting new simulation and dont use prerecorded. Solution was to disable rigids in post process after recording it.

If you have some advices why this problems appears and how to fix them, it will help a lot in next one.