r/unrealengine

Open Source Local 3d model generation For unreal Engine

After trying ComfyUI and installing Trellis.2 on Windows, I had so many issues that I decided to make my own. You can install, and compile Trellis.2 in one click, and it downloads all models, weights, for you automatically, and its open source.

This can generate:

3D models
Animations and rigging
Text-to-speech for dialogue
Image generation for icons
Voice-to-dialogue for voice actors

The quality of these models depends on your settings, but they look great for indie games or prototyping.

You can download it at: https://basicaistudio.com/

Models export in GLB format, which can be imported Unreal Engine. The quality matches Tripo, Meshy.AI, and other services, but it uses your own GPU, so it is free to run.

I tested it with as little as 8GB of VRAM, and it ran perfectly fine.

reddit.com
u/Guilty_Share_9996 — 5 hours ago

New to this and can't complete intro tutorials.

I'm at the start of the intro tutorial "Coder 01" and I can't get past the build phase. It worked the first time I went through the whole tutorial... now any file I open in Visual studio wont open and won't build. I tried completely reinstalling Unreal Editor and VS, but no dice. Here's the errors I'm getting:

Severity Code Description Project File Line Suppression State Details

Error (active) E0842 template parameter "T" is not used in or cannot be deduced from the template argument list of class template "UEStaticAssertCompleteType_Private::TUEStaticAssertTypeCheckerBase<<error type>>" AdventureProject C:\Program Files\Epic Games\UE_5.8\Engine\Source\Runtime\Core\Public\Misc\StaticAssertCompleteType.h 34

Severity Code Description Project File Line Suppression State Details

Error (active) E0094 the size of an array must be greater than zero AdventureProject C:\Program Files\Epic Games\UE_5.8\Engine\Source\Runtime\Core\Public\Misc\StaticAssertCompleteType.h 35

Severity Code Description Project File Line Suppression State Details

Error (active) E0842 template parameter "T" is not used in or cannot be deduced from the template argument list of class template "TIsContiguousContainer<<error type>>" AdventureProject C:\Program Files\Epic Games\UE_5.8\Engine\Source\Runtime\Core\Public\Traits\IsContiguousContainer.h 41

And then four of these:

Severity Code Description Project File Line Suppression State Details

Error (active) E0094 the size of an array must be greater than zero AdventureProject C:\Program Files\Epic Games\UE_5.8\Engine\Source\Runtime\Core\Public\Traits\IsContiguousContainer.h 41

Any help?

reddit.com
u/dewbyu2 — 6 hours ago

How many partitions is too much for a 4k map/level?

I got this height map stamp thing from the FAB store and used it to create a new map level out of it at 4K. It defaulted to the default settings but I increased the world partition grid size from 2 to 4.

Here's an image showing my settings/setup:

https://www.reddit.com/user/flowerdragon2934/comments/1uo3ibf/world_partition_grid_size_ue5/

My intention was to create smaller partitions for an open world, as the world isn't incredibly detailed or overly filled with tons of items, so I figured I could get away with more small partitions. I'd like to know if I'm acting on good logic or if this is the wrong way to do things

reddit.com
u/flowerdragon2934 — 14 hours ago

Built a Pure C++ Interaction System for UE5 — Press, Hold, LOS Detection, and Zero Tick

Hi everyone,

I recently finished an Interaction System built entirely in C++ and wanted to share some implementation details.

The goal was to avoid per-frame polling and keep everything event-driven. Detection uses Sphere Overlap events combined with Line-of-Sight checks, while interaction updates run on a lightweight timer instead of Tick.

Features:

- Press interactions

- Hold interactions with progress callbacks

- Line-of-Sight validation (ignores objects behind walls)

- Priority-based target selection

- CustomDepth outline highlighting

- IInteractable interface for doors, chests, levers, NPCs, or any custom actor

I'm curious how others handle interaction priority when multiple objects overlap.

Do you prefer:

- Distance only?

- Explicit priority values?

- Camera direction weighting?

- Something else?

I'd love to hear different approaches.

Demo video: https://www.youtube.com/watch?v=mgm3DgOgP7k

u/kkamal_ — 23 hours ago

What is your go-to "safe to disable" plugin list for UE 5.6 and 5.8 optimization?

Hey Devs,

Whenever I spin up a new project, the sheer amount of unnecessary default plugins enabled in the background is staggering. We all know there are dozens of AR, VR, architectural, and media plugins turned on by default that are just eating up memory and increasing project load times.

I am trying to strictly optimize my editor workflow and strip out the bloat for UE 5.6 and 5.8.

Does anyone have a definitive, updated list (or an editor script) of default plugins that are 100% safe to disable in these versions without breaking core engine functionality or causing blueprint compilation errors?

I'd love to compare notes and see what you are all stripping out of your projects to keep the engine lightweight. Thanks!

reddit.com
u/zzed_pro — 1 day ago

Playtest of my Boxing game now available on Steam

Hi, Proto Boxing is a project I've been working on for about a year and a half. It's a boxing game that's not very realistic, focused on fun like old-school games but with modern visual power that Unreal Engine can offer (that part is still very much a work in progress).

Feedback is more than welcome.

youtu.be
u/Perimido — 1 day ago

What can AI assistants actually do other then function as an in editor chatgpt?

Hi, im curious what all these AI Assistants can actually do other then what were used to from browser based AI?

Can it read Blueprints or other features in real-time and use this knowledge to follow prompts?

Ive seen short clips of people using it to create PCG prompts which is pretty cool but other then that what are the uses cases in comparison to browser based AI?

Example :

Let's say I buy a climbing asset or a driving asset, is it able to read the Blueprints and integrate that into my own Blueprints?

Ie: Can it help me integrate an asset into an another asset in an informed way?

Im kind of confused about the limitations and possibilities of these in engine AI assistants and dont quite see the difference yet between AI assistants and Browser based AI.

reddit.com
u/Loud_Bison572 — 1 day ago

Help with VFX, Or at the least naming the VFX. Thanks ia

Happy 4th to my fellow Americans.

So, Im trying to do an effect but theres only 2 ways I can describe it.

For anyone whos seen Predator, The laser Optical, Im calling it an optical because it works like how we use red lasers on guns, but the Predator Laser is animated.

If I was to imagine doing this in UE, It would be like having a Glowing decal thats animated with a flipbook, that has high volumetric Light Scattering.

Another way whitch just came to mind, Imagine the Bat Signal, but the entire Cone of the spotlight takes on the shape of the Bat Logo.

I thought I could do this with a light function, or particles emitting from the decals textures Masked, but I think I would waste hours, SO I figured Id ask in case someone has done this before, or knows what I can call the VFX so I can find a tutorial or get AI to help with the basics..

The idea, I want to use this as Next Location to go to kinda thing if you pickup what im putting down.

Thanks.

reddit.com
u/PixlmechStudios — 1 day ago

Get Steam AppId but never publish the game?

Hey there.

So I have this problem. I am almost finished with my UE game but I just made it for me and my friends and it's not for publishing.

But I use steam for hosting and finding lobbies with the AppID 480. But with this AppID on certain days on certain times I can't find the lobbies. Yesterday was Friday and we tried playing it at around 8pm. No lobby could be found even when trying to change to other download regions. Today, Saturday 10am, everything works great. I read then that there are times when the APPid is so heavily used that my lobbie gets dropped before it gets shown in the search lobbie window.

I am thinking about buying an AppID from Steam but hide the game from the store and never publish it. So with my own APPid these problems should not exist afaik.

Does this make any sense? Is it even possible?

Best regards!

reddit.com
u/Selflezz — 2 days ago

New update released on Steam. Open world action adventure game featuring Nepal.

Gauley is a project that I have been working on for 7 years. Finally released it on Steam : )

youtube.com
u/AshimShakya — 1 day ago
▲ 28 r/unrealengine+1 crossposts

The largest library of camera effects for Unreal Engine, FREE learning resources + FREE products.

My team and I have just finished a redesign of our website, which is dedicated to Unreal Engine camera effects and learning resources. I'd love to share it with y'all.

We also have some free products and Unreal Engine themes that you can grab!

Let me know your thoughts!

eliaswick.com
u/EliasWick — 3 days ago

Unreal Engine 5 Resident Evil Game Template | Full Survival Horror System

This template provides a solid foundation for creating classic survival horror experiences with modern Unreal Engine 5 features. Whether you're making a zombie game, horror adventure, or your own original IP, this system will save you months of development.

👉 Full project available on Patreon : https://www.patreon.com/fyberaxe/posts/resident-evil-159604103

✅ Features Included
🧟 Advanced Zombie AI
🔫 Third Person Shooter Combat
🎒 Resident Evil Style Inventory System
❤️ Health & Damage System
💥 Blood Effects & Hit Reactions
🔑 Item Pickup & Interaction
🚪 Door Interaction System
🎥 Modern Camera System
⚡ Optimized Blueprint Architecture
🎮 Easy to Customize

youtu.be
u/Fyberaxe — 2 days ago

I want to make my own game with no game background, any tips?

Hi

It's been a while since I started working on a game concept. People said the best way to make it is to make it yourself so I decided to build a prototype. But I don't know where to start! I found some tutorials, but I'm still lost.

I'm a 3d modeler, so I'm familiar with 3d space and softwares, but I'm still kind of confused.

reddit.com
u/LightConsistent247 — 3 days ago
▲ 36 r/unrealengine+1 crossposts

We finally released the Unreal asset validation plugin we've been building for the past year

We've been working on this for about a year, and we finally released it on Fab a few days ago.

It started because we kept seeing the same comments during asset reviews. Rename this texture. Wrong folder. Redirectors that should have been cleaned up weeks ago. Mesh settings that didn't match the project's standards. None of those things are particularly difficult to fix, but once a project gets bigger it starts feeling like somebody has to spend half their time checking for them instead of reviewing the work that actually matters.

At some point we stopped asking who missed the issue and started asking why we were still relying on someone to find it manually in the first place. That eventually turned into Asset Standards Validator.

The idea isn't to replace reviews or tell people how to organize their project. It's just to surface the obvious stuff while you're already working, instead of a technical artist or lead having to point it out later. Right now it validates naming conventions, folders, textures, Blueprints and meshes inside the Content Browser, and it can batch-fix a lot of common issues. It also generates an HTML report if you want a project-wide overview.

It's definitely not finished. There are already a few things I'd like to add. Sharing rule sets between projects is probably the biggest one because configuring everything from scratch isn't ideal, especially if you're working across multiple teams. There are a few other workflow improvements on the list as well.

There's a free demo on the Fab page if anyone wants to throw it at a real project.

If you do, I'd genuinely like to know what you think. If something feels awkward, doesn't fit your workflow, or you think we're solving the problem the wrong way, I'd really appreciate the feedback.

https://www.fab.com/listings/14d18beb-68c8-4369-bf90-fbf59b4b3192

reddit.com
u/Fergius_Terro — 3 days ago
▲ 43 r/unrealengine+1 crossposts

Been living off FAB for 4 years, the numbers just shifted hard. Looking for direction (and maybe connections)

Hey everyone,

For the past 4 years I've been making income every month from FAB. Lately that's slowed down to once every 3 to 4 months, and the drop has me scratching my head.

I'm trying to figure out what's behind it. Is the marketplace just way more crowded now? Is it the AI wave changing how people source assets? Was it the Epic-to-FAB transition shaking things up? Or honestly all of the above? I had a whole plan to scale up on FAB, build more systems and assets, but the numbers are telling me a different story, and now I'm genuinely unsure what the smart next move is.

So I'm thinking out loud here about a few directions:

- Look for a job. The catch: I really don't enjoy interviews. I'd much rather be judged on my actual work, or given a task and a deadline to show what I can do. This field is way more about talent and practical experience than answering questions on the spot.

- Jump into a team and help build something bigger.

- Keep building solo.

- Or take on freelance work if someone wants to hire me.

For context, most of my work has come through my own network, people I met from selling my systems and assets. One of them became Free of the Month and hit 320k downloads, which built me a really nice network and some good friends. But I think lightning like that is rare and probably won't strike twice (I've tried plenty). So I can't really count on another Free of the Month to keep expanding my circle.

So I'm asking you all: what's your read on the market right now? And if anyone has been through something similar, how did you build your network, find opportunities, and make the right friends in this space? Would love to hear how you're navigating it.

I'll drop my showcase below so you can see the kind of work I do.

Thanks!

youtu.be
u/DevZRashad — 3 days ago

Is there a way to animate in Blender then do all my lighting and rendering in Unreal?

Blender animator here, recently been blown away by UE5's rendering speed. Like, animations that would've taken me hours using Cycles are practically real-time using Lumen.
It's insane, most the times I can't even tell the difference (and even then most of that can be fixed in post)

I still can't get behind the UE animation UI, it's so... G-Mod. Blender just has it beat there. And I've spent too long getting used to the Blender animation workflow.
If there's a way I can just do all my animation work in Blender, then move to Unreal for scene lighting/cameras/rendering I'd be completely set but I don't see much discussion of this online

reddit.com
u/dustynjerman — 3 days ago