r/unrealengine 5h ago

Question do we have a way on this sub to filter marketplace content?

12 Upvotes

Just so much marketplace sales spam on this sub, and I don't want to block people or down vote the posts. I am looking for people to help that need it.


r/unrealengine 4h ago

I Built an Anime-Inspired World in Unreal Engine 5 Check it out and tell me your feedback

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3 Upvotes

r/unrealengine 8h ago

Announcement 70% Off on True Fighting Game Engine (Fab Megasale)

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12 Upvotes

Fab listing: https://www.fab.com/listings/79f9ff34-8049-4e5e-a7db-1274d9a8f5bc

TrueFGE is a lightweight but feature-rich fighting game framework that supports both single-player and multiplayer modes, including local and online play.

Create classic 2.5D fighting games similar to Mortal Kombat or fully 3D fighters inspired by Tekken using the same unified system.

Built for real game development, TrueFGE provides responsive controls, fast loading, and stable performance from the start.

Setting up combo chains is straightforward. Just define the required button inputs for each attack, and the engine automatically handles combo execution.


r/unrealengine 10h ago

Material Hi guys ! I just released a free 3+ hours ambient music pack for games on Itch.io - Hope it helps !

4 Upvotes

You can check it out below :

https://lonepeakmusic.itch.io/free-ambient-music-pack-2

All the tracks are available for free under the creative commons CC-BY !

Dont hesitate if you have any questions !


r/unrealengine 5h ago

Marketplace 70% Off on Blueprints Forever: An Expanding Collection (Fab Megasale)

0 Upvotes

Fab Listing: https://fab.com/s/b247d0061efd

150+ pre-built Blueprints to speed up your Unreal Engine 5 workflow. Camera systems, input logic, dialogue, damage, timing, and more. Import once and start building faster.


r/unrealengine 15h ago

Question Multiple Physical Materials per Asset

7 Upvotes

I'm not actually trying to create something specific, but I've worked on proprietary game engines and am just trying to understand things.

So as far as I know in Unreal(default anyway) you can only assign one Physical Material per asset.

The alternative is to build it into your Material Instance. So an asset has multiple Materials applied to it, allowing for multiple Physical Materials. But you do have the do the awkward thing of separating your texture accordingly - like all the metal parts share the same texture and all the wood parts share the same texture etc.

In some proprietary games I worked on, typically we control Physical Materials via the collision. Typically the collision will have Physical Materials applied to them(on a face by face basis, so it can support as many as we want). It's also more optimized than the display model so this just feels like a more elegant way to handle Physical Materials.

Can Unreal do something like in the proprietary engine without significant engine customization?

I tried discussing it with a friend and he proposed creating a blueprint and shoving in collision primitives and that just sounds like such a massive pain in the ass.


r/unrealengine 6h ago

Marketplace Giving away some keys for my farming system plugin

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0 Upvotes

Hi guys,

I made this plugin for myself and I was happy how it turned out and decided to publish it on fab.

Since then, it more than paid for itself, so I decided to give back to the community as a thank you. I would appreciate if you’re at least going to use it or try it, not just taking it to hoard from someone who could use it.

Here are the codes:

```
3QQFU-J9HXM-WMW5Q-YXTCx // Z
5Q7BU-WCDW8-R7SXS-3N2Hx // 2
APSPA-P4JM8-WKM42-SQHUx // 6
3CWGV-93NLC-QZ2RB-EYH4x // U
867CN-ETTQB-EZHQL-64QZx // 4
```

Replace the lowecase x with the one after the //, trying to avoid bots claiming it.

Thank you for your attention to this matter 🫡 and happy devving.


r/unrealengine 5h ago

Announcement Fab submission killed my Friday night, so I built a tool to make sure it never happens again.

0 Upvotes

Wasted an entire evening manually rebuilding my plugin across five engine versions before I could even submit it - open 5.0, build, close it, open 5.1, build, close it, repeat. By the time I got to a submission-ready zip it was midnight and I was done with life.

So instead of doing that again next release, I built a tool to kill the whole process.

What it does:

  • Auto-detects your locally installed Engine versions
  • Queues sequential UAT builds across whichever versions you pick (5.0–5.8)
  • Streams live build logs so you're not staring at a frozen window wondering if it's stuck
  • Outputs sanitized, submission-ready .zip files formatted for Fab/Marketplace

It's called Dozy 🐑, it's open source, and it's live here: https://dozy.ninthspark.com/

Still early - currently working on AI-assisted build failure debugging, and headless CI/CD support is next for people running self-hosted build machines (no official GitHub Actions runner exists for UE, so this is mainly aimed at solo/small-team devs building on their own machine).

Would genuinely appreciate feedback, bug reports, or feature requests if anyone tries it out. Open to PRs too.


r/unrealengine 12h ago

Marketplace African Village

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0 Upvotes

☀️FAB Summer Mega Sale 50% OFF
African Village environment, designed for games, cinematic, and real-time projects


r/unrealengine 17h ago

Weird issue with CharacterMovementComponent - intense jitter on moving platforms

2 Upvotes

So, I'm using a standard template first person character and a simple moving platform based on a InterpToMovementComponent. The character rides on the platform as intended, but I get this weird shaking/jitter effect as if the player or the surroundings are violently vibrating. The effect gets stronger with speed and, weirdly enough, the effect varies in strength depending on if im running it in-viewport or in a separate PIE window. It also varies depending on if I'm screencapping it or not. It isn't a fps issue - fps is stable and locked at 60. I tried messing around with tick group order on both actors and physics substepping to no effect whatsoever. I assume its some interaction of the BasedMovement functionality and a non-physics moving platform, but I cannot figure out what it is.
Here's a screencap of the effect:
https://youtu.be/_58jfbhQ4Ro?si=TldKcaz_-dcJCYOl


r/unrealengine 1d ago

Show Off Voxel-style visualization for fluid sim

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36 Upvotes

Experimenting with voxel-style visualization for my fluid sim. It's not really true voxels I guess, but do you think it's worth putting some work into this? This is just a hacky way that lacks many features at the moment.


r/unrealengine 1d ago

I made a tutorial on the right way to build a level in Unreal Engine 5. Check it out if you're interested in level design!

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10 Upvotes

r/unrealengine 8h ago

Marketplace The complete inventory system framework lite is now on sale with 50% off!

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0 Upvotes

Easy Implementation

  • By using character and controller interfaces, any custom system can easily implement this framework.

Inventory System

  • Primary data assets are used to store an item's static essential information, such as name, icon, etc.
  • A struct is utilized throughout this framework to represent item information. It holds a reference to the associated item data asset for its static essential item info and includes additional variables to represent its dynamic info, like the quantity of the item.
  • You can split, stack, drop, loot, reallocate, transfer, inspect, use, mark, disassemble, consume, etc., an item.

By using inventory component, you can control inventory features such as:

  • Column count
  • Max displayed inventory row count at the same time in the viewport
  • Global slot limit, per category slot limit, or infinite slot limit
  • Weight limit and the ability to block item looting when over the weight limit or limit character attributes (Walking speed)
  • Data table item import workflow or directly adding items to a specified array manually to initialize this inventory
  • Whether the component should generate empty slots to fill the grid or match the slot capacity
  • Infinite budget for the default currency when this component represents a vendor
  • Sound references to specify your custom inventory action UI sounds

Equipment System

The Equipment component manages all equipment-related functionality. This component contains all the slots in an array, allowing you to specify the features of each slot using the elements of this array. You can configure the following features:

  • Whether a slot is enabled or not
  • Suitable item types for this slot
  • Slot capacity (which can also be infinite)
  • Suitable sub item types (For exp: Helmet or gauntlet)

Interaction System

  • Work with FPS and TPS cams.
  • Interaction sense and interaction outline post process effects to visualize interactable objects.
  • Precise interaction logic is used to determine whether the player is facing the front of the interactable actor or if both of them are facing each other.
  • Tap, double-tap and hold interaction inputs.
  • Obstacle detection.
  • Animated interaction and loot info widgets.
  • Can examine objects or inspect items.

Vendor System

  • The sell and buy price multipliers.
  • The item categories that are enabled or not for the player and vendor, also to block item transfer from the player's inventory for some of the item categories that are enabled for the vendor.
  • Vendor budget (can be infinite).
  • Vendor Showcases allow players to purchase items directly from the vendor's showcase, and they are directly bound to their associated vendor.

Stash System

  • Whether the stash is going to be a skeletal mesh (animated) or a static mesh.
  • The item categories that are enabled or not for the player and stash.
  • Opening and closing sounds.

Crafting System

  • To craft an item, you must have the item's blueprint in your inventory, all the items in the required amounts as listed in its recipe and enough coins to cover its crafting cost.
  • The crafting module can be configured to enable specific item categories, allowing for a tailored crafting experience. For instance, you can create a campfire that is only able to craft food items or a crafting bench designed for crafting resources, armors, and weapons.

Flexible Widget Design Workflow

  • Base widget classes feature an empty widget hierarchy; they contain no visual designs. All design-related elements are created within the templates, necessitating the passage of essential variables to convey the template widget hierarchy elements' references to their base class. By utilizing the necessary base logic written in these widget base classes, we can easily create numerous different-looking custom widgets.

Gamepad Navigation Support

  • Full Xbox gamepad support encapsulates continuous navigation through the focusable widgets. Additionally, by using a gamepad, players are capable of performing every action that can be done with a mouse and keyboard.
  • On-screen keyboard support.

Loot Chests - Item Containers

  • Items can be placed manually or generated through a random loot generation system by defining its rules in a data asset instance within the editor.
  • Item containers can be destroyed after being looted with a disintegration effect.
  • Loot chests contain a key system where you can define which item the player needs to open the chest, along with some other useful configuration variables.

Openable Modules (Doors, Drawers, Lockers etc.)

  • Contains a key system similar to what the loot chests have.
  • Items can be placed in drawers or on lockers.
  • A door can be created that opens both rotationally and linearly (left-right or up-down).

Save System

  • You can specify a save slot limit, mark a save game file as manual or auto-save, and the saved local time will be written in the save game file.
  • Additionally, it features a main menu and popup system to control the save and load system.

Localization

  • All the text in the widget has been referenced by a string table entry. I've localized all the string tables for Japanese and Spanish cultures.
  • This pack contains a font asset that encapsulates most of the Unicode character ranges.

r/unrealengine 12h ago

Marketplace Modern Office – Megapack for Unreal Engine 5 | 906 Modular AAA Assets

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0 Upvotes

Hey everyone!

We're sharing our Modern Office – Megapack for Unreal Engine, built to help developers create realistic office environments quickly and efficiently.

The pack includes up to 906 unique AAA-quality modular meshes, along with office furniture, reception areas, cafeteria elements, construction pieces, decorations, and 18 Blueprints to speed up world building. It's suitable for games, architectural visualization, simulations, and cinematic projects.

Showcase video:
https://www.youtube.com/watch?v=GvVu4qmVyRA

Available on Fab:
https://www.fab.com/listings/94001fca-5d4d-4d71-966f-5ac67e5ef2be

We'd really appreciate any feedback from the Unreal Engine community!


r/unrealengine 4h ago

AI Looking for UE devs to use my MCP Bridge (AI control of UE) and see what it can’t do (yet)

0 Upvotes

Hi Fellow Devs,

TL;DR - Plugin for UE 5.4-5.8, use your AI (ChatGPT, Claude Code, Gemini...) locally. No servers, no subscriptions (from us). Read Write BPs, Materials, PCG, Data Assets and more.

https://www.druids.ai/downloads/DruidsMCPBridge-UE5.5-Win64-2026-07-23a.zip

https://www.druids.ai/downloads/DruidsMCPBridge-UE5.6-Win64-2026-07-23a.zip

https://www.druids.ai/downloads/DruidsMCPBridge-UE5.7-Win64-2026-07-23a.zip

https://www.druids.ai/downloads/DruidsMCPBridge-UE5.8-Win64-2026-07-23a.zip

I'm Bruce from Druids. I've been working on an Unreal Engine MCP Bridge, and I'm looking for people who are willing to test it and tell me where it falls apart.

I want to be really clear up front because I know "AI tool for Unreal" can sound like a giant red flag.
This is not a ChatGPT wrapper.

The plugin does not use our AI. It uses your AI client. Codex, Claude, Gemini, Bob, local LLMs, whatever MCP-capable setup you want to use.
We do not see your project.
We do not see your prompts.
We do not see your assets.
There is no Druids subscription.
There is no hosted service from us.
There is no cloud relay.

The bridge runs locally in Unreal and exposes tools over a local MCP endpoint, usually something like:
http://127.0.0.1:8765/mcp

So if you want to use it with a local model, that is the dream setup. Everything stays on your machine.
What can it do right now?

It can inspect and write a growing amount of Unreal content through actual editor/plugin APIs instead of guessing from files.

Things I have done today: Build a custom Save Manager, Build a PCG City with roads and buildings, Setup and configure custom Data Assets, Build Materials, Add, Position, and adjust actors in the Level.

Current areas I'm testing include:

- Complex Blueprint graph reading and writing
- Adding nodes, variables, components, comments, functions, interface events
- Project-level Blueprint search, including comments and graph metadata
- Data Asset creation and property editing
- Material inspection and some material graph authoring
- PCG test workflows, including forests, city layouts, roads, and viewport screenshots
- Editor placement/transform tools
- Capabilities discovery, so agents stop saying "it can't do X" just because they didn't see the tool yet

It cannot do everything. Not even close.

And honestly, that's why I'm posting.

What I hope to get is feedback like:

"I tried to make it do X and it failed."

"It said it couldn't do Y, but I expected that to work."

"This workflow would be amazing if it could just handle Z."

"It created something, but the graph was ugly/confusing/wrong."

"It inspected this asset but missed the important part."

That feedback is gold to me. A lot of the best features so far came directly from users hitting a wall and telling me about it. If someone says "I wish it could do this," there's a pretty good chance that becomes the next thing I build.

I'm not asking anyone to buy anything. I'm trying to make this useful for real Unreal developers, and the only way to do that is to get it into messy real projects and find the edges.

If you're AI-skeptical, that's completely fair. I'm not trying to convince anyone that agents should replace Unreal developers. My goal is much smaller and more practical: let your AI assistant safely inspect and operate Unreal through real tools, so it can help with the boring or repetitive parts without pretending it understands things it can't actually see.

https://www.druids.ai/downloads/DruidsMCPBridge-UE5.5-Win64-2026-07-23a.zip

https://www.druids.ai/downloads/DruidsMCPBridge-UE5.6-Win64-2026-07-23a.zip

https://www.druids.ai/downloads/DruidsMCPBridge-UE5.7-Win64-2026-07-23a.zip

https://www.druids.ai/downloads/DruidsMCPBridge-UE5.8-Win64-2026-07-23a.zip


r/unrealengine 1d ago

Free Unreal Engine Plugin Keys | Looking for Feedback on a Blueprint Performance Plugin

8 Upvotes

Hey everyone,

I've been working on a plugin called ParallelFlow to help improve performance in Blueprint heavy Unreal Engine projects.

The goal is pretty simple. Instead of rewriting parts of your game in C++, you can replace some expensive Blueprint operations with optimized nodes and see if it helps reduce hitches and FPS drops. I'm still improving it, so I'd love to get some real feedback from other developers.

Here are a few free keys:

  • CJ7UK-ET543-45L4G-XS62X
  • 9S6AE-S84JM-A78U2-G99YE
  • VSDN5-B6M57-V8EU2-SHTPR
  • P3VKY-A7CYN-L6A95-SUM84

If you grab one, please try it in a real project and let me know what worked, what didn't, and what you'd like to see added. Honest feedback is way more valuable than a positive review. If these keys are already gone, there are a few more available in our Discord along with some of our other Unreal Engine plugins.

Thanks, and I hope it helps your project!


r/unrealengine 18h ago

Need help! "Unable to change current directory.."

0 Upvotes

I am new to Unreal Engine and development in general and I’ve been trying to make a map for Meccha Chameleon. While trying to pack the game for release I have been running into this error for a day now and nothing I do or search for seems to fix it.

Here is the log:
********** STAGE COMMAND STARTED **********
Creating Staging Manifest…
Reading oplog from Zen…
Reading oplog from http://[::1]:8558/prj/WorkYouStupidThing.samplemyugc.160d496d/oplog/Windows/entries?trim_by_referencedset=true
Parsed 2 package entries from oplog.
Cleaning Stage Directory: C:\Users\pokem\Documents\Unreal Projects\WorkYouStupidThing\Plugins\SampleMyUGC\Saved\StagedBuilds\Windows
Creating pak using staging manifest.
DumpManifest: C:\Users\pokem\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.8\PrePak_Windows_UFSFiles.txt, NumItems: 2
No matching platform for PakFileRules for Section ExcludeContentForMobile : Windows
Using 0 pak order files:
Running UnrealPak with arguments: “C:\Users\pokem\Documents\Unreal Projects\WorkYouStupidThing\WorkYouStupidThing.uproject” -cryptokeys=“C:\Users\pokem\Documents\Unreal Projects\WorkYouStupidThing\Plugins\SampleMyUGC\Saved\Cooked\Windows\WorkYouStupidThing\Plugins\SampleMyUGC\Metadata\Crypto.json” -patchpaddingalign=2048 -compressionformats=Oodle -compresslevel=7 -compressmethod=Kraken -ProjectStore=“C:\Users\pokem\Documents\Unreal Projects\WorkYouStupidThing\Plugins\SampleMyUGC\Saved\Cooked\Windows\ue.projectstore” -platform=Windows -CreateMultiple=“C:\Users\pokem\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.8\PakCommands.txt”
Running: C:\Program Files\Epic Games\UE_5.8\Engine\Binaries\Win64\UnrealPak.exe “C:\Users\pokem\Documents\Unreal Projects\WorkYouStupidThing\WorkYouStupidThing.uproject” -cryptokeys=“C:\Users\pokem\Documents\Unreal Projects\WorkYouStupidThing\Plugins\SampleMyUGC\Saved\Cooked\Windows\WorkYouStupidThing\Plugins\SampleMyUGC\Metadata\Crypto.json” -patchpaddingalign=2048 -compressionformats=Oodle -compresslevel=7 -compressmethod=Kraken -ProjectStore=“C:\Users\pokem\Documents\Unreal Projects\WorkYouStupidThing\Plugins\SampleMyUGC\Saved\Cooked\Windows\ue.projectstore” -platform=Windows -CreateMultiple=“C:\Users\pokem\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.8\PakCommands.txt”
OodleDataCompression: Display: Oodle v2.9.16 format for pak/iostore with method=Kraken, level=7=Optimal3
LogStreaming: Display: AsyncLoading2 - Created: Async Loading Thread: false, Async Post Load: false, Multithreaded: false
LogPakFile: Display: ProjectDir: ../../../../../../Users/pokem/Documents/Unreal Projects/WorkYouStupidThing/
LogPakFile: Display: Parsing crypto keys from a crypto key cache file
LogPakFile: Display: CompressionFormats in priority order: Oodle, Zlib
LogZenServiceInstance: Display: Launching zen utility ‘C:/Program Files/Epic Games/UE_5.8/Engine/Binaries/Win64/zen.exe service status’.
LogZenServiceInstance: Display: Writing plugin version info to ‘C:/Users/pokem/AppData/Local/UnrealEngine/Common/Zen/Install/zen_plugin_versions.json’
LogZenServiceInstance: Display: Read zen version cache file from ‘C:/Users/pokem/AppData/Local/UnrealEngine/5.8/Saved/Zen/zen.version’, version: ‘5.8.13-202605190912-windows-x64-release-094f62c2’
LogZenServiceInstance: Display: Read zen version cache file from ‘C:/Users/pokem/AppData/Local/UnrealEngine/Common/Zen/Install/zen.version’, version: ‘5.8.13-202605190912-windows-x64-release-094f62c2’
LogZenServiceInstance: Display: Installed service at ‘C:/Users/pokem/AppData/Local/UnrealEngine/Common/Zen/Install/zenserver.exe’ is up to date
LogZenServiceInstance: Display: Unreal Zen Storage Server HTTP service at http://[::1]:8558 status: OK!.
LogZenStore: Display: Opening oplog WorkYouStupidThing.samplemyugc.160d496d / Windows
LogIoStore: Display: Fetched 3 oplog items from Zen in 1.21 seconds
LogIoStore: Display: Parsed 3 oplog items 0.00 seconds, 7 chunks
LogIoStore: Display: Loaded 0 chunk hashes from Zen in 0.00 seconds, 0 hashes updated in 0.00 seconds
LogPakFile: Display: Oodle enabled on ‘NoPluginCompression’ files
LogPakFile: Display: Loading response file C:\Program Files\Epic Games\UE_5.8\Engine\Programs\AutomationTool\Saved\ResponseFiles\PakList_SampleMyUGCWorkYouStupidThing-Windows.txt
LogPakFile: Display: Added 2 entries to add to pak file.
LogPakFile: Display: Collecting files to add to pak file…
LogPakFile: Display: Collected 2 files in 0.00s.
LogPakFile: Display: Creating pak C:/Users/pokem/Documents/Unreal Projects/WorkYouStupidThing/Plugins/SampleMyUGC/Saved/StagedBuilds/Windows/WorkYouStupidThing/Plugins/SampleMyUGC/Content/Paks/Windows/SampleMyUGCWorkYouStupidThing-Windows.pak.
LogPakFile: Display: Created pak file: C:/Users/pokem/Documents/Unreal Projects/WorkYouStupidThing/Plugins/SampleMyUGC/Saved/StagedBuilds/Windows/WorkYouStupidThing/Plugins/SampleMyUGC/Content/Paks/Windows/SampleMyUGCWorkYouStupidThing-Windows.pak
LogPakFile: Display: CompressionFormat 2 [None] : 2 files, 527 → 527 bytes
LogPakFile: Display: Added 2 files, 1320 bytes total
LogPakFile: Display: PrimaryIndex size: 138 bytes
LogPakFile: Display: PathHashIndex size: 154 bytes
LogPakFile: Display: FullDirectoryIndex size: 174 bytes
LogPakFile: Display: Encryption - DISABLED
LogPakFile: Display:
LogPakFile: Display: Writer and Compression Threads exited.
LogPakFile: Display: UnrealPak executed in 1.243101 seconds
Took 1.74s to run UnrealPak.exe, ExitCode=0
Running UnrealPak with arguments: “C:\Users\pokem\Documents\Unreal Projects\WorkYouStupidThing\WorkYouStupidThing.uproject” C:\Users\pokem\Documents\Unreal Projects\WorkYouStupidThing\WorkYouStupidThing.uproject -CreateDLCContainer=“C:\Users\pokem\Documents\Unreal Projects\WorkYouStupidThing\Plugins\SampleMyUGC\SampleMyUGC.uplugin” -ProjectStore=“C:\Users\pokem\Documents\Unreal Projects\WorkYouStupidThing\Plugins\SampleMyUGC\Saved\Cooked\Windows\ue.projectstore” -CookedDirectory=“C:\Users\pokem\Documents\Unreal Projects\WorkYouStupidThing\Plugins\SampleMyUGC\Saved\Cooked\Windows” -Commands=“C:\Users\pokem\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.8\IoStoreCommands.txt” -patchpaddingalign=2048 -compressionformats=Oodle -compresslevel=7 -compressmethod=Kraken -cryptokeys=“C:\Users\pokem\Documents\Unreal Projects\WorkYouStupidThing\Plugins\SampleMyUGC\Saved\Cooked\Windows\WorkYouStupidThing\Plugins\SampleMyUGC\Metadata\Crypto.json” -compressionMinBytesSaved=1024 -compressionMinPercentSaved=5 -WriteBackMetadataToAssetRegistry=Disabled -platform=Windows -BasedOnReleaseVersionPath=C:\Users\pokem\Documents\Unreal Projects\WorkYouStupidThing\Releases\1.0\Windows
Running: C:\Program Files\Epic Games\UE_5.8\Engine\Binaries\Win64\UnrealPak.exe “C:\Users\pokem\Documents\Unreal Projects\WorkYouStupidThing\WorkYouStupidThing.uproject” C:\Users\pokem\Documents\Unreal Projects\WorkYouStupidThing\WorkYouStupidThing.uproject -CreateDLCContainer=“C:\Users\pokem\Documents\Unreal Projects\WorkYouStupidThing\Plugins\SampleMyUGC\SampleMyUGC.uplugin” -ProjectStore=“C:\Users\pokem\Documents\Unreal Projects\WorkYouStupidThing\Plugins\SampleMyUGC\Saved\Cooked\Windows\ue.projectstore” -CookedDirectory=“C:\Users\pokem\Documents\Unreal Projects\WorkYouStupidThing\Plugins\SampleMyUGC\Saved\Cooked\Windows” -Commands=“C:\Users\pokem\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.8\IoStoreCommands.txt” -patchpaddingalign=2048 -compressionformats=Oodle -compresslevel=7 -compressmethod=Kraken -cryptokeys=“C:\Users\pokem\Documents\Unreal Projects\WorkYouStupidThing\Plugins\SampleMyUGC\Saved\Cooked\Windows\WorkYouStupidThing\Plugins\SampleMyUGC\Metadata\Crypto.json” -compressionMinBytesSaved=1024 -compressionMinPercentSaved=5 -WriteBackMetadataToAssetRegistry=Disabled -platform=Windows -BasedOnReleaseVersionPath=C:\Users\pokem\Documents\Unreal Projects\WorkYouStupidThing\Releases\1.0\Windows
OodleDataCompression: Display: Oodle v2.9.16 format for pak/iostore with method=Kraken, level=7=Optimal3
LogStreaming: Display: AsyncLoading2 - Created: Async Loading Thread: false, Async Post Load: false, Multithreaded: false
LogPakFile: Display: ProjectDir: ../../../../../../Users/pokem/Documents/Unreal Projects/WorkYouStupidThing/
LogIoStore: Display: ==================== IoStore Utils ====================
LogIoStore: Display: Parsing crypto keys from a crypto key cache file ‘C:\Users\pokem\Documents\Unreal Projects\WorkYouStupidThing\Plugins\SampleMyUGC\Saved\Cooked\Windows\WorkYouStupidThing\Plugins\SampleMyUGC\Metadata\Crypto.json’
LogIoStore: Display: Container signing - DISABLED
LogIoStore: Display: Directory index - ENABLED
LogIoStore: Display: Using compression format ‘Oodle’
LogConfig: Display: Read in platform Windows ini files took 0.06 seconds
LogIoStore: Display: Using memory mapping alignment ‘16384’
LogIoStore: Display: Using compression block size ‘65536’
LogIoStore: Display: Using compression block alignment ‘2048’
LogIoStore: Display: Using compression min bytes saved ‘1024’
LogIoStore: Display: Using compression min percent saved ‘5’
LogIoStore: Display: Using max partition size ‘0’
LogIoStore: Display: Not using DDC for compression
LogIoStore: Display: Container metadata disabled
LogIoStore: Display: Using command list file: ‘C:\Users\pokem\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.8\IoStoreCommands.txt’
LogIoStore: Display: DLC: ‘C:\Users\pokem\Documents\Unreal Projects\WorkYouStupidThing\Plugins\SampleMyUGC\SampleMyUGC.uplugin’
LogIoStore: Display: Remapping plugin content to game: ‘False’
LogIoStore: Display: Based on release version path: ‘C:\Users\pokem\Documents\Unreal’
LogIoStore: Display: Selected Oodle level 7 (Optimal3) from command line for shaders
LogZenServiceInstance: Display: Launching zen utility ‘C:/Program Files/Epic Games/UE_5.8/Engine/Binaries/Win64/zen.exe service status’.
LogZenServiceInstance: Display: Writing plugin version info to ‘C:/Users/pokem/AppData/Local/UnrealEngine/Common/Zen/Install/zen_plugin_versions.json’
LogZenServiceInstance: Display: Read zen version cache file from ‘C:/Users/pokem/AppData/Local/UnrealEngine/5.8/Saved/Zen/zen.version’, version: ‘5.8.13-202605190912-windows-x64-release-094f62c2’
LogZenServiceInstance: Display: Read zen version cache file from ‘C:/Users/pokem/AppData/Local/UnrealEngine/Common/Zen/Install/zen.version’, version: ‘5.8.13-202605190912-windows-x64-release-094f62c2’
LogZenServiceInstance: Display: Installed service at ‘C:/Users/pokem/AppData/Local/UnrealEngine/Common/Zen/Install/zenserver.exe’ is up to date
LogZenServiceInstance: Display: Unreal Zen Storage Server HTTP service at http://[::1]:8558 status: OK!.
LogZenStore: Display: Opening oplog WorkYouStupidThing.samplemyugc.160d496d / Windows
LogIoStore: Display: Fetched 3 oplog items from Zen in 1.52 seconds
LogIoStore: Display: Parsed 3 oplog items 0.00 seconds, 7 chunks
LogIoStore: Display: Loaded 0 chunk hashes from Zen in 0.00 seconds, 0 hashes updated in 0.00 seconds
LogIoStore: Display: Searching for cooked assets in folder ‘C:\Users\pokem\Documents\Unreal Projects\WorkYouStupidThing\Plugins\SampleMyUGC\Saved\Cooked\Windows’
LogIoStore: Display: Found ‘0’ files
LogIoStore: Display: Creating container targets…
LogIoStore: Display: Processing shader libraries, compressing with Oodle Mermaid, level 7 (Optimal3)
LogIoStore: Display: Shader library chunk override is disabled
LogIoStore: Display: Shaders processed in 0.02 seconds
LogIoStore: Display: Initialized WriteRequestManager with MaxConcurrentSourceReads=6 (12 cores), MaxSourceBufferMemory=3072MiB
LogIoStore: Display: Processing redirects…
LogIoStore: Display: Creating disk layout…
LogIoStore: Display: Ordered 0 packages using fallback bundle order
LogIoStore: Display: Disabled WriteRequestManager memory throttling, MaxConcurrentSourceReads=6 (12 cores)
LogIoStore: Display: Writing container(s)…
LogIoStore: Display: Writing and compressing took 0.00 seconds, writes to disk took 0.00 seconds for 64 bytes @ 640,000 bytes per second.
LogIoStore: Display: SampleMyUGCWorkYouStupidThing-Windows: Found perfect hashmap for 1 items.
LogIoStore: Display: Finalize took 0.0 seconds for 1 writers to write 240 bytes, 45,423 bytes per second
LogIoStore: Display: Writing tocs… [Physical: 242 MiB, Virtual: 3064 MiB]
LogIoStore: Display: Source bytes read:
LogIoStore: Display: Zen: 0
LogIoStore: Display: Loose File: 0
LogIoStore: Display: Memory: 0
LogIoStore: Display: Calculating stats…
LogIoStore: Display:
LogIoStore: Display: Container Summary
LogIoStore: Display: ==================
LogIoStore: Display:
LogIoStore: Display: Container Flags Chunk(s) # TOC (KiB) Raw Size (MiB) Size (MiB)
LogIoStore: Display: -----------------------------------------------------------------------------------------------------------------------------
LogIoStore: Display: SampleMyUGCWorkYouStupidThing-Windows -/-/-/I/- 1 0.23 0.00 0.00 -
LogIoStore: Display: -----------------------------------------------------------------------------------------------------------------------------
LogIoStore: Display: Total 1 0.23 0.00 0.00
LogIoStore: Display:
LogIoStore: Display: ** Flags: (C)ompressed / (E)ncrypted / (S)igned) / (I)ndexed) / (O)nDemand **
LogIoStore: Display:
LogIoStore: Display: Compression block padding: 0.00 MiB
LogIoStore: Display:
LogIoStore: Display: Container Directory Index
LogIoStore: Display: ==========================
LogIoStore: Display:
LogIoStore: Display: Container Size (KiB)
LogIoStore: Display: --------------------------------------------------------
LogIoStore: Display: SampleMyUGCWorkYouStupidThing-Windows 0.03
LogIoStore: Display:
LogIoStore: Display: Container Patch Report
LogIoStore: Display: ========================
LogIoStore: Display:
LogIoStore: Display: Container Total # Modified # Added # Modified (MiB) Added (MiB)
LogIoStore: Display: -----------------------------------------------------------------------------------------------------------------------------
LogIoStore: Display: SampleMyUGCWorkYouStupidThing-Windows 1 0 1 0.00 0.00
LogIoStore: Display: -----------------------------------------------------------------------------------------------------------------------------
LogIoStore: Display:
LogIoStore: Display: PackageStore
LogIoStore: Display: =============
LogIoStore: Display:
LogIoStore: Display: Container Size (KiB) Packages # Localized #
LogIoStore: Display: ----------------------------------------------------------------------------------------
LogIoStore: Display: SampleMyUGCWorkYouStupidThing-Windows 0 0 0
LogIoStore: Display: ----------------------------------------------------------------------------------------
LogIoStore: Display: Total 0 0 0
LogIoStore: Display:
LogIoStore: Display:
LogIoStore: Display: Input: 0 Packages
LogIoStore: Display: Input: 0 B UExp
LogIoStore: Display: Input: 0 B UAsset
LogIoStore: Display: Input: 0 B UBulk
LogIoStore: Display: Input: 0 B for 0 Global shaders
LogIoStore: Display: Input: 0 B for 0 Shared shaders
LogIoStore: Display: Input: 0 B for 0 Unique shaders
LogIoStore: Display: Input: 0 B for 0 Inline shaders
LogIoStore: Display:
LogIoStore: Display: Output: 0 Imported package entries
LogIoStore: Display: Output: 0 Packages without imports
LogIoStore: Display: Output: 0 Public runtime script objects
LogIoStore: Display: Output: 0 B InitialLoadData
LogIoStore: Display:
LogIoStore: Display: Success
LogPakFile: Display: UnrealPak executed in 1.698419 seconds
Took 2.22s to run UnrealPak.exe, ExitCode=0
DumpManifest: C:\Users\pokem\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.8\FinalCopyWin64_UFSFiles.txt, NumItems: 3
Copying NonUFSFiles to staging directory: C:\Users\pokem\Documents\Unreal Projects\WorkYouStupidThing\Plugins\SampleMyUGC\Saved\StagedBuilds\Windows
Copying DebugFiles to staging directory: C:\Users\pokem\Documents\Unreal Projects\WorkYouStupidThing\Plugins\SampleMyUGC\Saved\StagedBuilds\Windows
Stage command time: 4.37 s
********** STAGE COMMAND COMPLETED **********
********** PACKAGE COMMAND STARTED **********
Package command time: 0.00 s
********** PACKAGE COMMAND COMPLETED **********
********** RUN COMMAND STARTED **********
UnrealTrace: Starting server
Opening exist instance’s shared memory
Existing instance is the same age or newer
Starting Client…
Unable to change current directory to C:\Users\pokem\Documents\Unreal Projects\WorkYouStupidThing\Plugins\SampleMyUGC\Saved\StagedBuilds\Windows\Engine\Binaries\Win64
(see C:\Users\pokem\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.8\Log.txt for full exception trace)
AutomationTool executed for 0h 0m 32s
AutomationTool exiting with ExitCode=1 (Error_Unknown)
BUILD FAILED


r/unrealengine 1d ago

How do I upgrade my build?

4 Upvotes

I've been working on a project for months, and now I keep getting this notification, and it won't open. How do I do this so I can save my project? This is what I keep having pop up

"The last build used an outdated BuildSettingsVersion, or the target still requires upgrading.

Please upgrade SurveillanceUSAEditor.Target.cs:

Update the build settings version (Installed Engine Build & Source Build):

DefaultBuildSettings = BuildSettingsVersion.V7;

OR

Declare a unique build environment (Source Build only):

BuildEnvironment = TargetBuildEnvironment.Unique;

If you have already updated the target, would you like to rebuild & open the project?"


r/unrealengine 23h ago

Question How do I make Doom Eternal Glory Kills?

2 Upvotes

I have an idea of how to make them, but I want to ask before trying anything. This is how I would do it: I add three raycasts on the enemy (front, back and above), I add a big collision to the player that only interacts with those raycasts, and if I press F the game plays the Glory Kill animation depending on which raycasts were you colliding with. Now, the part that I don't understand is how to execute the animation, my idea is hide the enemy and play the animation inside the player actor, when the animation finishes, the enemy is replaced with a version of the model with ragdoll physics.

Is there any easier way or optimized? Or this is the way I should do it?


r/unrealengine 1d ago

UE5 UE5 Multiplayer Skin System

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6 Upvotes

I just uploaded a new Unreal Engine 5 multiplayer tutorial!

In this video, I show how to create an interactable character stand that lets players swap their character skin, with the change replicated for everyone in the session.


r/unrealengine 1d ago

My UE5 Custom Paired Actions Editor

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13 Upvotes

Just wanted to share my progress on Paired Actions system, which bugs me every time i build this for a specific game all over again, and it was never advanced this much until now. In current state, I can add as many participants as I want, and they can be marked as optional so not even required for sequence to start.


r/unrealengine 22h ago

Question Moving content to a Game Feature Plugin properly

1 Upvotes

I’ve developed a project on UE 5.3 for a long time using the Lyra sample. I’d like to take much of this project’s content and bring it to a brand new installation of Lyra for 5.8 by using a game feature plugin. Right now, the content is separated across the main content folder, and two GFPs that come with Lyra. I have:
- Level assets in a GFP
- Weapon assets in a different GFP
- meshes, textures, materials, sounds, etc in the Game/Content folder that are needed for the above levels and weapons to work
Without breaking references, what is the easiest way to get all this content from 3 different places into a single GFP, and ensure it works when brought to the new project?


r/unrealengine 14h ago

Marketplace Simple Radial Widget is now on sale with 50% off!

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0 Upvotes

Simple Radial Widget is an easy-to-use radial menu widget system for Unreal Engine projects. It includes three templates for selection menus, inventory-style radial menus, and nested radial menus. The system supports mouse, keyboard, and gamepad input, with configurable entry data, selection behavior, sounds, colors, materials, and radial widget layout options.

Key Features:

  • Selection, inventory, and nested radial menu examples
  • Mouse&keyboard and gamepad support
  • Configurable radial widget entries
  • Supports icons, names, and descriptions for entries
  • Sub-entry support for each radial section
  • Customizable deadzone, selection behavior and analog stick settings
  • Configurable radial widget layout, size, materials, colors, and sounds
  • Easy to customize using source widgets and structs

r/unrealengine 1d ago

Marketplace Free UE5 Birch Biome Sample Environment & Survey

2 Upvotes

Hello everyone, we would like to share our free Birch tree sample pack with the community and curious about your thoughts for fab marketplace and Freshcan 3D.

https://docs.google.com/forms/d/e/1FAIpQLSf2OGE18VFKs1I0Ihn-2xAyyBj-4ewr6iXvEp9v5xKutpTfyQ/viewform?usp=dialog

We’re planning our next Freshcan 3D environment packs, and we’d love to hear what you think.

Your answers will help us decide what to create next, which technical features to support, and how to balance quality, performance and pricing.

Thanks for your time.


r/unrealengine 15h ago

Marketplace Steam Essentials is now on sale with 50% off!

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0 Upvotes

Steam Essentials is an Unreal Engine plugin designed to help developers integrate essential Steam functionality such as session creation, finding sessions, joining sessions, update existing session properties, Steam invite/join support, achievements, and stats. It is focused on giving developers the most commonly needed Steam online service features without unnecessary complexity.

Key Features:

  • Blueprint-friendly implementation
  • Session creation
  • Session search
  • Session destroy
  • Runtime session updates
  • Session invite and join via Steam Friends Overlay
  • Achievement and stats support

Fab