
r/unrealengine


How can I assign a color to my hair like I have in blender with color ramps? see photos
Hi, I am basically having to recreate what i have in blender to unreal engine for work, and I cannot figure out how to make the hair have color like i did in blender. This hair shader works with id map, alpha and normal map, it doesn't have a base color, so I need to set a color in unreal engine somehow. I would be very grateful for some insight on this. Thank you

Pls Help, I'm losing my mind lol (coding/programming) issue
For some reason, with a certain code, I can get my "Homing" asteroids to chase my player, no problem... when I drag it manually into the map via the editor. When I hit play, it chases. "Target Actor: BP_PlayerController_C_0"
However, when try to spawn it in via my "asteroid boss" when it's hit, it won't acquire the correct target, and it won't chase. "Target Actor: BP_PlayerController0"
Here's my coding: BEWARE it's messy right now, my code tends to get messy during development, and I clean it up before shipping.
My Homing Asteroid posted by anonymous | blueprintUE | PasteBin For Unreal Engine
My Boss Asteroid posted by anonymous | blueprintUE | PasteBin For Unreal Engine
Does anyone know why I'm getting this behavior, and what I could do to fix it?
Thanks for reading..


Your Recommendation For an Actual Level Design Course?
Hey everyone,
I’m looking for level design resources/courses that actually dive into the philosophical why, rather than just kitbashing assets without explaining the purpose.
I’m tired of "Level Design" courses on Udemy that are actually just environment art tutorials. they show you how to kitbash a pretty forest or where to place a tree, but never explain the gameplay logic behind the placement.
I’m looking for high-level theory for both competitive multiplayer and immersive single-player environments.
Specifically, I want to learn about such topics and related ones:
- Rational Level Design: Using metrics and affordances to dictate layout.
- Spatial Communication: How to lead the player's eye and "speak" through geometry (architectural logic).
- Map Flow & Balance: 3-lane arenas vs. linear/circular flows, and how those impact pacing.
- Verticality: The actual mechanical implications of high ground and how to balance it.
- Situational Privilege: like designing "breakout" routes for teams stuck in a spawn trap or choked at a point.
- Pickup/POI Placement: The logic of risk vs. reward in item distribution.
I’ve been following Benjamin Bauer (BauerDesignSolutions) and TimDoesLevelDesign, which is exactly the content I’m looking for. Are there any other pro courses, GDC talks, books, or deep-dive channels that treat Level Design as a functional discipline rather than a visual one?
Thanks!

how do i acces these as materials that i can go in and edit the nodes
I am literally going insane trying to find a way to go into the nodes of these material instances, I seriously appreciate the help

How to achieve this PP effect in Unreal?
I tried built in grain, but it doesn't quite look the same
Best resources and tips for cinematics
I’ve been on and off to unreal engine for about 10 years I guess. I made my first render a long time ago in UE and it even hit the New York Times lol. But it always was a love hate relationship, some stuff was really hard to pull off. Now with all the updates I’m getting back into it.
I was wondering what are the go to resources fr cinematics? And to get away from the game look? I know path tracing and I’m a fan of octane but my goal is to not use them.
I would like to know more about your setup and I’ll provide mine here as well.
What are your go to tools?
I tend to use ultra dynamic sky, easy atmos, easy fog and easy textures a lot
What are your export settings?
I export as exr, with game overrides into davinci resolve
What are other softwares you work with?
I use Houdini for sims and export as alembic into unreal. Same with marvelous designer (which now had a nice pipeline). Modeling I do on an old version of c4d. Lately I also used blender with Colmap for video tracking and exporting camera tracks.
Any other advice is welcome.
I am looking for some NPC assets
I am making a Sim. Is there solid fab/asset-package/approach to getting a bunch of NPCs to populate the game with.
The caveat is I'd prefer to have a skeletal mesh asset to drop onto
MetaHumans have these segmented skeletal mesh asset.
Any recommendations?

How to make a Breakable door when the Door takes damage?
Hello all, I have been trying to figure out a way to make a door breakable in Unreal when it loses HP, like say being hit by my player, however it doesn't seem to be working and I am looking for advice. I will post Below pictures of the flow I have for the Door Currently. I have it set up with HP as I don't want the door to break instantly unless it takes enough damage. The Door is set to Kinematic to start as when I tried looking it up that was what many tutorials told me to do, and from my understand this is supposed to set the door to go back to Dynamic and fall apart once it's HP hits Zero, but it isn't working.
Thank you wise Wizards in advance for helping in any way you can!
How do I prevent an Actor from being destroyed without using the UPROPERTY() way?
I've an actor that is spawned in the world from the beginning. And for a reason that I couldn't explain it suddenly began to be destroyed, but before this didn't happen, so I'm confused why this began to happen. Looking for a solution I found the UPROPERTY() way, but this actor isn't called inside another class to enable me to mark the reference as a UPROPERTY(). And I don't know another way to prevent it from being destroyed.
Allocating more VRAM for my project
Now Im getting the same error saying: "Ray Tracing geometry always memory resident over budget" 1.5 GiB /15.999 EiB. What does it mean, and how do I allocate more VRAm for my project?
Splatoon like Mechanic
Creating a system to make a Splatoon-like prototype, with it I can fill a texture within the material, adapting to the UV of each mesh, and in the end read the fill of all the painted components in the scenario.
Currently it updates dynamically to create impacts with intensity, since animating a splash is more difficult than just placing a ready-made texture like a decal.
Super late to the train. Any FAB accounts out there with Megascan access?
It's been a long time since I needed to use Megascans, and today I discovered that Quixel Megascans aren't free anymore thanks to Epic.
After searching around, it seems like the only way to access Megascans is either buying it on FAB or getting an account that already downloaded them all for free.
Sad that I missed it
AI genned music
I have been using Suno to generate music for my game (hobby project I plan on releasing via steam). I have a system where the background music changes depending on various factors, position in the level, combat, health level, etc. I’m happy with the results.
My original idea was to make my own or pay someone to replace the AI music. That seems less viable now due to sheer amount of content and frankly the quality is pretty good. I could make this stuff and could not afford to pay someone.
Question is, do you think this will negatively impact its reception? I’ve seen plenty of reviews on steam complaining about AI music or art.

Homing Asteroid Odd Behavior
Hi All.
In my 2D Asteroid Remake, I am making some homing asteroids. I've got some that work great when dragged into the world, and then started via editor. They chase the player all day.
But when I make them spawn dynamically off my boss, the homing asteroid is not chasing.
The one that I drag into the world acquires "Target Actor: BP_Player_C_0." The one that spawns off the boss asteroid acquires "Target Actor: BP_Player0." Why are they acquiring different targets? Can anyone guide me how to get the behavior I want?
Thank you for reading.
Code:
Our 3D Post-Apocalyptic Truck is now Available on FAB!
Hey, guys!
My team and I have been working on post-apocalyptic vehicles, and recently created a new truck. It is a large monstrocity for roaming wastelands and obliterating everything in your path.
What we made:
- A Low-Poly 3D Truck model with rigging.
- 9 Textures.
- 3 Materials.
You can find the model here:
https://www.fab.com/listings/190cbe40-2fd5-4c21-b67d-a0d9b24fd163
Please, share your thoughts in the comments! We will be glad to hear your feedback 🙌
Are UE AI plugins getting any better?
Hi all,
I have been looking into building a UE5 AI plugin as a passion project. Looking at things like Ludus AI, and how this community has responded to similar plugins, it seems like AI plugins for the engine are fairly lackluster in their current form.
Does anyone have any insight on whether these plugins are improving pretty quickly? Are they coming into use pretty fast? Or are they still very far from anything really useful?

Finally found the best procedural FPS tool for my horror FPS game
https://www.youtube.com/watch?v=QQMRwsrRWUQ
If you look back on my video post before I compiled tutorials for procedural first person shooter etc. I found several assets that are way optimized and way better. But the problem was, I was having a hard time integrating it more likely by my mediocre knowledge at that time. I also had problems with true FPS setup - although straightforward, i hated the headbob/,movement as a doctor, it feels unnatural to me and i know several players are just prone to it. I settled with a separate mesh FP arms and full body mesh, where I have separate FP animBP but merged with the Third person anim BP, i loved this setup. However,
I finally found this asset which provided different setups for true FPS and proper dual mesh setup also using the first person render scale, with all the things I was looking for. I was hesitant at first because it is plugin. But i was surprised that I easily integrated it with my own project (I have slot inventory and other logic). The documentation is quite helpful, teaches me some principles of the setup. The support is great and the plugin keeps getting better and better.
I wanted to share this as I struggled finding the right asset and I hope you can give it a try in your project. I will post new updates on my game using the tool as I am still a bit busy moving my FPS animations. hehe