r/unrealengine

AI and blueprints?

I keep seeing aaaallllloooot of posts where people push their AI tools / MCPs to create blueprints with ChatGPT, Claude, and other AI.

As someone who use Unreal and have been for 10+ years, I have a hard time understanding why? Why bother, when you could have the AI write performant C++ code? I don't use AI for game development, I still prefer writing the code myself, whilst AI is okey for solving difficult or complex problems (if even then).

To those using these MCP tools, and creators of these tools, please make me understand? The only reason why I see this being useful is because blueprints are easier to tweak for beginners... but at the same time, when AI write your code, you end up with something you still have to scan through to know how to change. + the amount of tokens used is craaazy!

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u/EliasWick — 15 hours ago

Confused on sizing of my 3D RPG terrain. Any advice?

I'm making a 3D RPG game, and I'm a bit confused on the sizing of the terrain. I've been using this awesome tool gaea, which is a huge help for getting mountains and stamps into unreal. But the sizing and scale I'm confused on. How big I should make stuff.

I could make things to true scale, having rivers be monolithic and enormous, mountains be full sized, the land spanning far and wide. I could decrease it by like 40% of that and have similar proportions to Skyrim, so there's not huge free open space everywhere. I'm not really sure what to scale the game terrain as. I have the mannequin in the scenes.

Advice pls?? 😄

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u/Juicymoosie99 — 16 hours ago

I know Unreal Engine and Blueprints well, but I don’t know C++. What’s the best roadmap to transition without starting from "Hello World"?

I’ve been working with Unreal Engine for a while now and feel incredibly confident with Blueprints. I understand the engine's framework (Actors, Components, GameModes, Interfaces, Replication, etc.), but I’ve hit the limit where I need to start writing native C++ for better optimization, custom engine modifications, and cleaner plugin development.

My issue is that most C++ tutorials start from absolute scratch, explaining what an if statement or a variable is. I don't need a programming 101 course I already understand programming logic through visual scripting.

For those who made the jump from Blueprint-only to C++, what resources, courses or specific roadmaps actually worked for you without making you sit through hours of basic syntax?

Thanks in Advance!

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u/zzed_pro — 20 hours ago

Lighting/Shadow Help

I am going for a stylized art style, but no matter what I do, I can't get the grass to work with me. When looking away from the Sun (Directional Light), the grass is the exact way I want it, but when looking towards the sun, it gets noisy shadows. I have disabled shadows on the grass, and it took the shadows off the ground but not the blades themselves. My normals are all facing straight up as well.

I provided Pictures in the comments below. If Anyone would like to see more, I can screenshot mats or other things as well.

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u/Gokatraz — 22 hours ago

Feathers and Performance Cost Question

I am currently modeling some theropods for a game which means feathers, and I wanted to know what the most cost effective option in terms of engine performance.

The 3 ways I could model them are:

2d planes with transparency

Flat shapes with no transparency

3D shapes with no transparency (2 of the flat shapes stacked and made into a solid object)

I am hearing that the transparency option is the most expensive in terms of rendering, but I am unsure about cost difference of the flat vs 3d shapes.

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u/FeatherMelodyArt — 23 hours ago

Keep Blender & Unreal camera/animations 1:1?

How the heck do you animate in Blender and get the same positioning between Blender and Unreal?

I have a standard FPS setup with my player mesh attached to the camera. The camera is attached to the capsule component. I'm using the First Person Rendering feature to ensure my player arms mesh and weapons are rendering in first person at the same FOV as Blender as well.

My camera FOV and sensor width/aspect ratio are matching between Blender and Unreal.

I have tried animating with the camera in Blender moved to match Unreal Engine's camera component placement, and tried animating with the Blender camera at 0,0,0 but I can't seem to get the placement right.

For example, I created a test pose in Blender where the character is pointing directly at the center of the screen, but it's still off.

This seems like it should be a simple thing. Not sure if I'm overthinking this or what but it's kind of driving me crazy.

I can't get consistent results so animating just feels like a crap shoot of hoping I can keep the mesh aligned.

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u/bitches_be — 20 hours ago

Where do I begin?

I would love to make N64 horror resident evil/silent hill type games.

It's definitely going to be a long journey, realistically I don't expect a simple game to be finished within a year or so.

However I'd want to go deeper in learning, what language should I learn?

How to make or apply my own N64 style textures, models?

I'm good regarding making sounds/music since 2013.

Also are there any groups I can join, if I have coding and programing problems in Unreal Engine?

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u/SettingDeep3153 — 1 day ago

Spent 6 hours debugging a "broken" replication issue. It was a checkbox.

You know the thing where you're convinced your code is wrong, so you spend half a day rewriting RPCs, adding logs, reading docs, eventually staring at some 2019 forum thread wondering if you're losing it. Then you glance at the actor's class defaults and notice "Replicates" is unticked. It was unticked the whole time.

I don't know what's worse, that I spent six hours on it, or that this has happened to me four times in two years. At what point do I just print CHECK THE REPLICATES CHECKBOX FIRST on a sticky and tape it to the monitor. This job is genuinely the most stupid and the most fun thing I've ever done. Back to it.

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How to use Blueprints to get Dialogue Stats

Same game as last question, I want to have stats that take effect during dialogue. Like how in BG3 and Disco Elysium certain dialogue choices cause you to roll a random number with a modifier based on stats.

I found out how to do damage and increase health when leveling up. But how would you include a variable not attached to the character. Like the Check threshold, which is specific to each check and tied to the specific line choice.

I can only find out how to mess with stats when all of them are attached to one character.

I could do it easily if it was just C++, for pseudocode example (I know this isn't real C++)

If Option = 3c-Scene-7

If (Sug. + randint >= 15)

Play dialogue option

Else

Play failed dialogue option

But not sure with the UE5 Blueprints.

Any guidance would be deeply appreciated.

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u/NoSeaworthiness4639 — 1 day ago

Looking for challenging UE5 C++ oriented courses

I’m currently following Unreal Engine 5 C++ Game Development by Kaan Alpar. I’m at lesson 44/194, and while I’ve picked up a few useful things along the way, the pace feels too slow for me. In other words, the amount I’m learning doesn’t feel proportional to the time I’m spending watching the videos.

This is probably also because the course is aimed at people with no prior C++ experience, while I already know the language.

That said, I really like the fact that the instructor consistently gives challenges *before* showing the solution. I just wish those challenges had more "depth" to them. Writing UE_LOG() for the nth time is not gonna make me any better... but the hope is that the challenges step it up going forward.

Currently I understand the C++ language and how to operate on the engine at a basic level, and what I’m trying to develop is the ability to solve actual game-related problems through code and math (especially math, since that’s still a weak area for me), anything that a future team might ask me to solve, regardless of what the challenge is.

So, I was wondering if anyone could recommend highly regarded courses, maybe aimed at advanced learners and that aren’t just “watch me do it” style tutorials, but instead a course that lay down in front of you the mathematical concepts needed, and then actually push you to you wits end (in a good way) with hard but feasible challenges, before showing the solution/implementation.
Because I know its in that "trial and error", try and come up with my own solution (and then comparing it after!) that I learn the most.

Let me know what you got, and thank you ^_^

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u/Jaded_Ad_2055 — 1 day ago

How to block players from falling off ledge in Top Down Preset

Just as the question says, how do I stop that? I keep finding people online saying "just turn off '’can fall off ledges"" but that option simply doesn't exist. I looked thoroughly.

I don't want to have to use invisible walls. But that is looking to be the only possible option at this point. Can someone help please?

Edit: I managed to find it, it was quite hidden and couldn't be called up by searching for it.

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u/NoSeaworthiness4639 — 1 day ago

Removing Certain Parts of a Mesh at Runtime

I have some trees I would like to chop down and as you chop the fallen trunk certain sections of the limbs are removed. I know that this can be achieved with separate meshes for the trunk and then different batches of limbs, the you can hide certain sections, but I was just wondering if there is an easier or more performant way to go about it instead of having multiple meshes.

Thanks

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u/lagb01t — 1 day ago

Open-sourced Unreal MCP - 88 tools to control UE5 from AI assistants (Claude, Cursor, Windsurf)

Hi all!
Wanted to share with you what I posted on git-hub right now.
I have been working on a game project of mine ( RobotzZz ) and since I am an visual artist I needed some help regarding controlling unreal via some AI agent.
I found https://github.com/chongdashu/unreal-mcp and decided to build upon that.

So basically It lets AI assistants control the Unreal Editor through natural language.

What it does:

  • Blueprint graph editing (nodes, variables, events, connections)
  • Material creation and wiring
  • Niagara VFX (30+ commands - systems, emitters, renderers, modules)
  • Animation, audio, DataTable inspection
  • Actor spawning, transforms, properties
  • UMG widget creation
  • Level/world queries
  • run_python_in_unreal escape hatch for anything else

How it works:

A C++ plugin runs a TCP server inside the editor. A Python MCP server bridges between your AI assistant and the plugin. You talk to Claude/Cursor normally and it controls the editor.

Tech details:

  • 88 tools across 10 categories
  • UE 5.5+ (tested on 5.7)
  • Parallel MCP call support
  • MIT licensed

GitHub: https://github.com/voodoofox/unreal-mcp

Would love feedback, bug reports, or PRs. If there's a workflow you'd want automated in UE, let me know - adding new tools is straightforward.

My next plans are to expand on Niagara functionality some more, but main issue is really limiting documentation on it, but regardless I made some huge progress on it.

u/flatvoxel — 1 day ago

What advice would you give to a fab 3d asset seller that could meet your needs ?

Hello,

So I've been struggling to wrap my head around what I like making vs what people/devs would need inside their game... I like making realistic post apocalyptic props but until now, my store isn't really having any traction to it. Knowing what people struggle to find or what people find less would be very helpful :)

Thank you !

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I was struggling with multiplayer voice chat, so I built my own

I'm creating a multiplayer online game and ran into the same issue most devs do setting up communication systems is tedious. Text chat, voice, pinging teammates, all of it's rough to figure out. So I built Scar Core Communication to solve it. A few clicks and you've got everything working. No C++ needed, works with EOS, Steam, and LAN. If you're tired of wrestling with networking, check it out on Fab Marketplace. If you're interested, comment below and I'll provide the link

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Is it okay to make a full RPG in Unreal Engine using mostly Blueprints?

I’ve been using Unreal Engine with Blueprints for a while now and only have a little knowledge of C++ currently.

I want to make an RPG game, but everywhere online

I keep seeing people say:
“Use C++ for real projects”
“Blueprints don’t scale”
“You’ll regret it later”

So I wanted honest opinions from experienced Unreal devs here.

Is it actually okay to make a full RPG mostly in Blueprints if the architecture is clean?

I’m willing to learn C++, but I also don’t want to spend months learning low-level systems before actually building the game.

Would love real production advice from people who’ve shipped projects or worked on larger UE games.

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u/zzed_pro — 2 days ago

UE5 missing module

I know the solutions now, to just rebuild project in VS. but I don’t know why this happens. Can anyone let me know why after making C++ Actor and compiling my project module would be missing?

Every time I look up why it broke all I get is solutions, but I want to know why it broke on an engine standpoint.

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u/The_Delilah_Rose — 1 day ago

Is it really worth it to work with only blueprints?

So, I'm joining a blueprint-only project (some critical parts are in C++, but that's it) and will actually get to make technical decisions in the long run, even though I don't have a lot of experience with the engine itself. I'm wondering whether it's going to be worth it to continue with a blueprint-only philosophy or introduce C++ for new features. The game is not specially complex so Blueprints are sufficient (or should be) for most features. I'm more concerned about productivity, since the project has a deadline. The team is small and probably won't grow a lot.

On one hand, creating code with blueprints feels very slow, but maybe I'm just new at it. I feel like I can type faster than I can place nodes, that I'm losing all the advantages that I have with code (like finding references in a quickier, cleaner, more project wide way, or Intellisense - when it cooperates, which is a different can of worms)

On the other hand, the way Unreal seems to handle UHT cache updates often drives me mad (that might also be me not knowing proper workflows yet), code is not as visual as Blueprints, everything is more straightforward and with blueprints I don't need to recompile everything all the time, which can also become very time consuming - even when I don't mess up. The way Unreal handles code updates is way too finicky and can make you waste a lot of time.

There are other aspects I don't like about working with blueprints, like bad mergeability of files in version control, which means no code reviews among other things, but I could live with that, at least for now.

These are my impressions as a "begginner" (in this engine, I have a decade of professional experience on Unity). What do you guys think, as better experts in the matter?

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u/BaroTheMadman — 2 days ago
▲ 166 r/unrealengine+2 crossposts

The Perilous North Development | Arctic survival game | 19th century | Lovecraftian horror

Hello everyone, we are Submersion, a small two-person studio made up of myself and my husband, Morgan. We’re currently developing a third-person survival game set in the 19th-century Arctic, with elements of Lovecraftian horror.

If that sounds like your cup of tea, we’d love to hear your feedback, especially on whether the game’s direction and tone come across clearly.
https://www.youtube.com/watch?v=MrJAo50Acds&t=219s

Also happy to answer questions about the game or the development process.

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u/Gonzo_Journey — 2 days ago

Open GL ES 3.1 Traslucent material is way too bright

Hi everyone,

The issue : All my translucent shaders ( water, particles ) are extremely bright in ES 3.1 mode.

https://imgur.com/a/xwE1YyX

While looking for ways to achieve 60fps @ 1080p on Intel UHD graphics, I realized it is possible to use the Open GL ES 3.1 Android renderer on PC.

I don't know what I am doing wrong - the material for this shader is extremely simple, with the Texture's alpha channel being used for its opacity

Thanks in advance for any guidance or hints.