
u/Independent_Kick3662

Hey Donny, did that tariff even really exisht?
Did you hear that joke about the Chinese Godfather?
Some people are better at being No. 2s
Modern Tactical Melee Weapons Pack for Unreal Engine
Title:
Modern Tactical Melee Weapons Pack for Unreal Engine — Game-Ready + VR Friendly
Hey everyone,
I recently finished a small semi-realistic melee weapons pack for Unreal Engine and wanted to share it here in case it helps someone working on shooters, tactical games, VR projects, simulations, or real-time interactive experiences.
The pack is built with real-time performance in mind and is designed to be easy to drop into existing projects.
What’s included
- 4 ready-to-use melee weapon models
- Semi-realistic art style
- Clean topology + game-ready meshes
- Optimized for real-time applications
- Works well for PC, console, mobile, and VR workflows
The goal was to create assets that are flexible enough for different project styles without needing heavy cleanup or optimization work after import.
If anyone wants to check it out, see renders/videos, or use it in their project, feel free to DM me.
Would also love feedback from other UE devs on presentation, optimization, or what kinds of tactical props/packs are actually useful right now.
I’ve been working on a custom outline system (for the organization I work for) for Unreal Engine and wanted to share it + get feedback from people who’ve tackled similar problems.
Most outline setups I’ve used either:
- break with depth
- are hard to control per object
- or become messy when scaling across gameplay systems
So I built something a bit more structured:
What it does:
- Stencil-based color mapping (different outline types via custom depth)
- Depth-aware and always-visible modes
- Per-actor + per-component toggles
- Runtime control for thickness, opacity, and visibility
- Works with both Blueprint + C++
Why I made it:
Needed something flexible enough for:
- interaction highlights
- enemy targeting
- objective markers
- selection systems
without constantly hacking materials or duplicating logic
Tech approach (high-level):
- Uses custom depth + stencil indices for categorization
- Centralized control system instead of per-material hacks
- Designed as a modular subsystem rather than one-off implementation
Still refining performance and edge cases—especially with overlapping objects.
Would love feedback on:
- better ways to handle priority conflicts between outlines
- performance optimizations for large scenes
- alternative approaches people prefer
DM for link as I dont want to spam the sub.