Unreal Engine Archives

Articles about Unreal Engine 4 and 5

Creating a Pickup Item in Narrative Pro

Narrative Pro has an Interactable_ItemPickup component that can be added to any object to turn it into a pickup. When the player interacts this way, we can add the object (or a representation thereof) into the player’s inventory and do all kinds of other stuff. Let me show you how to create one. We need …

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How to adjust Roughness Maps properly in Unreal Engine

A really quick and dirty fix to change the effect of roughness maps in Unreal Engine is to use a Multiply node in between the texture and the shader. Add to that a scalar parameter and we can make changes conveniently on the Material Instance. I’ve been using it for years, and while this works …

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Memory Lane of Unreal Engine Versions

I’ve been using Unreal Engine since 2019, and since version 4.22 if memory serves me right. It’s hard to pinpoint the exact start date as it involved a lot of testing, but I hung in there and prevailed, and today it’s one of my favourite 3D apps of all time. I couldn’t do my job …

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How to use Animation Layers in Unreal Engine

Sane animation apps typically have a layer system that lets us make non-destructive changes on top of a base motion. Unreal Engine 5 introduced this relatively late in its lifecycle with version 5.5, but it works well if you know how to use it. Let’s take a look at where to find it and how …

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Reducing Grass Wind Speed in Brushify

We wanted to tweak the ever-so-slightly-excessive wind speed that’s part of the procedural grass in Brushify. This took some research, but a video by Joe Garth greatly helped me understand where to look for the setting. Each landscape layer’s layer info gives a clue where to start your reverse-lookup research. Select the landscape, then switch …

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Getting Started with PCG Geometry Decals in Unreal Engine

Landscapes in Unreal Engine typically don’t have a lot of detail. For close-up shots, we usually have to place static meshes manually or use foliage painting tools, but it can be time consuming to get right and tricky to change later. PCG Geometry Decals makes this a breeze: These decals project a texture onto a …

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OCIO workflow with ACES in Unreal Engine

Render pipelines typically work by way of using the same colour profile between applications that need to process image data. When you’re working on your own even across multiple applications this is less important as you just grade the final output the way you want. However, if you’re working as part of a team and …

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How to change the distribution of lit windows in EPIC’s City Sample Project

The nighttime buildings in EPIC’s City Sample Project are full of functionality. Did you know you can change how many windows appear lit in night mode? Me neither, had it not been for an anonymous reader who asked me about it. Fascinated by this myself, I took a closer look and here’s what I found …

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UI Changes in Unreal Engine 5.6

Everyone loves a good UI change for absolutely no reason, and the total waste of time that goes with finding where your everyday features have been hidden. Because EPIC can’t be asked to tell us what’s moved where, I thought I’ll compile a list for us so we can sleep a little easier at night. …

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FIXED: Objects show in viewport, but don’t render in MRQ

Unreal Engine continues to surprise me with idiotic things that shouldn’t happen, like some objects not rendering in Movie Render Queue, for absolutely no obvious reason. I’ve had this before, forgot to make a note, but thankfully remembered a trick that is saving my bacon time and time again. Turns out some assets LOD0 screen …

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Getting Started with Mesh Blend in Unreal Engine

Mesh Blend is an Unreal Engine plugin that blends materials on intersecting objects, including static and skeletal meshes, as well as landscapes. It’s available for UE 5.5 and up, relatively easy to setup and works beautifully for cinematics as well as real-time gameplay. Let’s take a look at how to get it going. DefaultEngine.ini Tweak …

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Integrating Narrative Tales with Story Framework

Narrative Tales is great for creating dialogues with its node-based intuitive workflow. Story Framework is fantastic at everything else – why not bring the two together. But how? Before I forget, here’s how I did it! Adding Plugins In a brand new or existing Story Framework project, let’s add the two plugins we need to …

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Creating Custom Tasks for Quests in Narrative Tales

Narrative Tales and Pro have some basic tasks built-in that can be used as part of the Quest System, such as “reach location”, “play dialogue” and of course completing/failing quests. We can design our own custom tasks for things like collecting items, but there are plenty of pitfalls to get it right. Let’s take a …

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