r/fabmarket

I built an Unreal Editor tool to catch project structure problems before they become cleanup work
▲ 1 r/fabmarket+2 crossposts

I built an Unreal Editor tool to catch project structure problems before they become cleanup work

I’ve been working on Project Structure Guard, an Unreal Editor plugin for enforcing naming and folder conventions across a project.

The main reason I built it was pretty simple: naming and folder rules are easy to agree on at the start of a project, but much harder to keep consistent once the project grows and more content gets added.

For v1.2 I focused less on adding more rules and more on making the workflow around them safer and easier to use.

Some of the things I added:

• Baseline Tracking, so existing violations can be accepted and you can focus on newly introduced issues

• Protected Paths, so important folders can still be validated without allowing automatic structural changes

• Search and a more detailed result inspector for larger validation sets

• Bulk Preview 2.0 with Ready / Blocked / Skipped / Conflict states before rename or move operations

• Rule ordering, search/filtering and read-only rule testing

• Content Browser validation actions

• Quarantine + Restore for unused assets instead of immediately deleting them

• A -failonnew option for CI/CD, so existing accepted issues don’t have to fail the pipeline

I also tried to make destructive actions deliberately conservative. For example, normal unused assets can’t just be permanently deleted through the tool — permanent deletion is restricted to managed quarantined assets and still performs safety checks.

Here’s a short ~1 minute showcase of the current workflow:

https://youtu.be/wDlVkgT0nPU

Fab:

https://www.fab.com/listings/7dfc5ec6-1261-4f86-8e69-82ea0ae1e8a2

I’m developing this solo, so I’d be interested in feedback from people working on larger UE projects: what part of project structure tends to become the biggest pain for you — naming, folders, cleanup, or enforcing conventions across a team?

u/HankeUnrealTools — 1 day ago
▲ 489 r/fabmarket+1 crossposts

I built a system to render 40,000+ animated characters in Unreal Engine 5

The short version: normal skeletal meshes in UE5 fall apart way before you hit thousands of characters — bone animation, per-object overhead, draw calls, all of it adds up fast. So instead I bake every animation into a texture (bone matrices, one block per frame) and read it straight in the vertex shader through a custom vertex factory. Each character on screen is just a lightweight instance — a transform, which animation, what time — instead of a full component.

To let individual characters look different (skin tone, outfit color, whatever) without spawning a material per character, I pack an RGB color into a single float and unpack it in the shader from per-instance data.

For behavior — movement runs in parallel across the whole crowd at once instead of one-by-one, obstacle avoidance uses the navmesh baked into a grid for fast lookups, and agents can be hit, knocked into a real ragdoll, or reactively pushed around.

Tested it on a several different PCs, from a beefy desktop down to a laptop with integrated graphics. On strong hardware the system itself barely costs anything — GPU is basically always the actual bottleneck, not the crowd logic.

Happy to answer questions or go deeper into any part of this if people are curious.

u/Roman_Chmykh — 8 days ago