r/UnrealEngine5
.curator - a hand-drawn detective adventure written by Richard K. Morgan (Altered Carbon)
After months of work, I’ve released Calysto Water Engine — a PCG-driven water system for Unreal Engine 5
Hi everyone! I’ve released Calysto Water Engine, a procedural water creation system for rivers, lakes, and oceans.
My goal was to create a practical, artist-friendly workflow for open worlds—not only an ocean shader. The system lets you draw water directly in the level, generate terrain-aware river paths and directional flow, and connect the results to shorelines, underwater effects, interactions, buoyancy, audio, weather, and gameplay systems.
Much of the scene preparation is generated in the editor through PCG, helping keep the runtime workload practical for larger environments.
It works as a complete standalone system, with optional integration for using the generated water data inside Calysto World.
Trailer: https://www.youtube.com/watch?v=NXwq59pBaCU
Fab: https://www.fab.com/listings/1de3406c-33f0-49c7-a99a-4e9e47a8aede
I’d be happy to answer any questions!
My PS1-style scene in Unreal Engine 5
Building vertical exploration into our UE5 survival game - two ways into an abandoned hospital in 1982 Tokyo
This is some gameplay from an older build of Ghosts in the City.
One of the things we’re trying to make distinctive is vertical exploration. We want rooftops, façades, windows and elevated structures to be part of how you navigate the city, rather than keeping exploration mostly at street level.
In this sequence, the player takes the direct route and climbs down the outside of an abandoned hospital to enter through a window.
There’s also another solution: scavenge fuel, get a generator running and use the two cranes to lower the suspended platform to the window.
Do you think multiple paths are a good idea for a survival game?
how difficult is it to get into game development?
ive been wanting to for awhile now but i feel overwhelmed at the idea of starting something completely new like this. is there anything i should know before i jump into this? or just any advice in general?
A cozy game about restoring miniature monuments
We are a couple of indie developers creating Mini Monuments; a cozy restoration game about reviving forgotten ruins. Dig out hidden pieces, clean away dirt, and reassemble broken structures with tactile tools
🔗 Steam
https://store.steampowered.com/app/4868390/Mini_Monuments/
Why the Unreal editor loads over 1500 files on every launch to fill a few dropdown menus (and how to fix it)
Hi it's me again, the guy who sped up the Unreal Editor launch by not spawning 38000 tooltips and not opening 5500 files of example content.
Since the editor is still not fast enough for my liking (will it ever?) I started to profile it again and found out that every time you start it, over 1500 files are loaded to fill a few editor dropdown menus 🫠 (which obviously takes some time)
I wrote an article with more details and also a fix: https://larstofus.com/2026/08/16/speeding-up-the-unreal-editor-launch-again-by-not-loading-1585-files/
UE5 lighting question (Read description)
Sorry if this is not what this sub is for, but I couldn’t find where else to post this.
I’ve been playing Halo campaign evolved on the Series X and I’ve seen a lot of people say that UE5 is the reason for grainy/fuzzy/blurry graphics but I couldn’t find people mentioning this in particular and disabling film grain and chromatic aberration doesn’t do anything.
The lighting effects from objects like the sword, muzzle flash, charged plasma etc. looks awful in my game. In the video we can see, especially towards the end when I move slowly, that the sword seems to be illuminating the background spine as if it were close by. It make my game look super weird whenever theres a light effect other than fixed lighting.
My questions are :
why does that happen?
Is it an easy fix for such a big company and they just didn’t care?
And does anybody have a link to a video or something that would explain this phenomenon? I’m curious as to how this lighting works (or doesn’t in this case)
Thanks!
My solo dev Bladerunner-inspired game, Mandated Fate, just released its demo!
Mandated Fate is a dark, dystopian and retro-futuristic story-driven game, inspired from 80's sci-fi movies. You play as a weary inspector, a man out of place in a newly established authoritarian regime.
In 1985, a rising technological empire has seized power, driven by a single ambition: to discover the anti-gravity particle and surpass its global rivals by conquering space. The regime demands absolute unity, framing this race as a matter of national destiny. But one old district continues to resist, no one knows quite how, or why. Assigned to investigate a strange murder there, you quickly find yourself entangled in a deeper web of political intrigue and ideological tension.
Through multiple narrative paths, your choices will shape your loyalties, and determine who you truly trust. Explore a highly detailed open world where the stark contrast between modern authoritarian architecture and decaying remnants of the past reveals a society caught between control and collapse.
1st AND 3rd person camera available.
I spent 2 years to make this cinematic. Link to the full video in the description. What do you think? #NoAI
Watch the full video on YouTube:
https://youtu.be/ZERFaui_zy8?si=tcRhs-3-3ue4FOC1
We built LocalMesh, one photo in, a Gaussian splat + textured mesh out, 100% on your own GPU. Beta is open, 7 days free.
Hi everyone,
We've been building LocalMesh for the past few weeks, and the beta just opened.
Short version: one photo goes in, and you get a 3D Gaussian splat (~60s on a 5090, ~2min on a 4060 laptop), then a textured mesh** (UV-unwrapped, photo reprojected, AO, normal map) exported as GLB/PLY/OBJ.
Everything runs locally. No upload, no queue, no credits. Turn off your Wi-Fi, it still works.
The mesh part is the bit we're proud of. Poisson reconstruction on gaussian centers drapes a tarp over your object: a Poisson solver has to close every surface, and can never say "I can see through here".
So instead: 60 virtual cameras on a golden-angle sphere, gsplat renders depth for each, every ray carves out the empty space it travels through, and the 60 depth maps fuse into a 768³ TSDF volume. Carving instead of guessing. (gs2mesh principle, written from scratch.)
Other things you might enjoy:
- It runs on 8 GB cards. The entire conversion (splat rendering, TSDF fusion, decimation, atlas bake) stays under 7.3 GB of VRAM, so a 4060 laptop finishes the exact same job as a 5090, just slower.
- No CUDA toolkit, no Visual Studio, no Python, no admin rights on the client. We ship a fat gsplat wheel with precompiled kernels, RTX 20 to 50.
Limits, upfront: one photo means the back of the object is invented, not measured. Windows + NVIDIA 8 GB only. No Authenticode cert yet, so SmartScreen will grumble on first launch.
7 days free, no card to start, then $39 once, no subscription, because there's no cloud to pay for: https://local-mesh.com
Break it and tell us, that's what the beta is for.
Happy to answer anything about the pipeline in the comments.
Play my demo game, Loss Prevention! Made in UE5
Loss Prevention | The Ultimate Grocery Store Heist!
Ever wanted to commit the perfect petty crime without the actual jail time? Welcome to Loss Prevention, a chaotic social deduction game where the grocery store becomes your battleground!
Gather up to 5 of your friends and choose your side:
- The Shoplifters: Blend in with NPC shoppers, cross items off your grocery list, and sneak out before time runs out. Get caught? Pray your teammates risk a jailbreak to bust you out!
- The Shopkeeper: Trust no one. Track suspicious activity, listen for security announcements, and defend your inventory—even if it means throwing a can of peas at someone's face.
Key Features:
- Social Deduction Action: Perfect your NPC walk or sniff out the fakes.
- Sabotage the Store: Shoplifters can hack the intercom to keep the heat off.
- Chaos & K.O.s: Unique weapons for both sides to keep everyone on their toes.
Environment showcase
I have been posting my progress here
Thanks for all the help
Here is the finished environment
Edit- made this using one trim sheet, 4 tillable textures and the foliage is a separate pack
We need you! Which one would you click on first? 😁
Hello guys! We’re currently working on MegaGum an UE5 game and we are looking for our next YouTube thumbnail. Which one would you click on first? 😁
Please let us know in the comment : 1, 2 or 3 :)
Check out our steampage here : https://store.steampowered.com/app/4111300/MegaGum/
As an arachnophobe and spider nerd, these are my backrooms spiders
Flexible spider movement and placement is a critical concern. Being able to tuck spiders into dark corners and angle their bodies a bit, forcing their legs to move accordingly, adds a ton to the realism for me (most video game spiders don’t trigger my arachnophobia at all).
Many games have their spiders charge at you like a juiced up Viking. In this game, they will behave more like the spider you see in your garage. They’ll wait silently and motionless until you trigger their senses, then strike quickly.
I can’t wait to have the AI controller done :)
I have a wolf spider model/rig as well. Pictured is a cellar spider, which I may turn into non-aggressive scavengers since they’re kind of fragile.
Is the size cool and scary? Or should they be smaller? Any other feedback?
This is on Medium settings I believe. Many computers can run the packaged builds on Epic and some on Cinematic. I just work on a potato so I needed to turn it down… let’s say it’s for “optimization purposes” and leave it at that.
Architecture & Design
Game Title: Architecture & Design
Playable Link: https://store.steampowered.com/app/5032750/
Platform: Windows
Description: Design your dream home with the precision of professional architecture software without the complexity. Create a parametric floor plan and watch walls, roofs, and stairs adapt automatically in 3D. Furnish and model, customize materials, explore and share your designs. Total freedom, zero pressure.