Unreal Engine 5 Archives

Unreal Engine 5 differs in many respects from UE4, so much so that it warrants its own category. Many of the previous principles still apply, and these are my notes on the new version. I’ve started using it in 2023.

Interacting with NPCs in Narrative Pro

To interact with a Non-Player Character in Narrative Pro, we need to first In addition we’ll see how to bring up a dialogue option only if the player has an item in their inventory, and how we can give it to the NPC. Let’s take a look how all this works. Creating and spawning an …

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Creating an Interactable Item in Narrative Pro

Narrative has a component we can add to a blueprint that will turn it into an interactable object. It’s aptly called NarrativeInteractible. Once added to the class, we can select it and override the OnInteracted event. This will let us implement custom code that executes on interaction. The Interaction section on the component lets us …

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How to switch Story Framework into First Person mode

In the player controller (SFDemoPlayerController_BP in the default project), select the camera manager component. Under Camera Settings on the left, switch between ThirdPerson and FirstPerson. This will determine what mode the game starts in. To switch camera modes while the game is playing we can press C to toggle (or hold Y on the gamepad). …

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Using a Custom Character in Narrative Pro

I’ve recently invested in Narrative Pro, a very comprehensive game framework for Unreal Engine 5. It features maps, quests, dialogues, inventory, combat, Metahuman support and a whole bunch of other stuff – in short, the glue code that would take me a good year write from scratch. As I get into it, I’ll need to …

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Alembic Workflow from iClone to MD to UE via Blender

I was working on a scene for which several actors needed to wear long draping robes as they walk slowly across a scene. This proved challenging to Unreal Engine’s native Chaos Cloth solver, which isn’t designed to drape high-res self-colliding cloth. While it can work, the results looked less than stellar as you can see …

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How to stop Chaos Cloth from freaking out when rendering

I had an interesting issue today with rendering cloth simulations with Movie Render Queue in Unreal Engine: my cloth was either not showing up at all, or it was royally freaking out, as illustrated in the above screenshot. I spent two whole days testing and researching, until I found the issue my animations were having: …

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How to activate Nanite on Foliage in Unreal Engine

Nanite for Foliage Assets has been available since Unreal Engine 5.1, and there’s an easy way to enable it on multiple assets even if they’re already part of a scene. Since UE 5.5 we often get the yellow “Nanite buffer overflow” warning, which can be eliminated by turning assets including foliage into Nanite meshes. Here’s …

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Shallower Depth of Field while retaining the same framing and aperture in Unreal Engine

I tend to use an 18mm focal length for shooting in Unreal Engine, with a standard 16:9 aspect ratio. I find that it matches well what I see in the default viewport, which gives me roughly 90 degrees field of view. This leads to a relatively deep focus with an object tracked close to the …

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Unreal Engine to iClone: round-trip animation workflow for non-standard characters

I like using iClone as animation front-end for Unreal Engine. Although a lot can be done directly in UE, not everything is as convenient to achieve as it is in iClone. The pipeline is designed with humanoid characters in mind and works well enough, but things get hinky when it comes to non-standard characters like …

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How to scale texture tiles in Unreal Engine

When using tileable textures in Unreal Engine, you may need to change the scale of the texture to achieve the intended effect. An example would include a brick texture that appears too big or too small on an object. We can setup texture tiling like this: Multiply a Texture Coordinate node with a Scalar Float …

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How to add a Height Map in Unreal Engine

Unreal Engine doesn’t have a native input for height maps, but it has the next best thing, which is a conversion from height information to normals. We can supply a texture and a strength parameter, then add both to a NormalFromHeightmap node. This can be useful if you only have a base texture for your …

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Adjust Exposure Settings in Sky Creator

By default, Sky Creator adjusts the exposure of our scenes automatically, and a bit too abrupt. Pitch black night time scenes are being regulated as if it’s the middle of the day and vice versa, which is not great out of the box. There’s an easy way to disable the exposure settings in Sky Creator …

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How to use VDBs in Unreal Engine

Since Unreal Engine 5.3 we can use static or animated VDBs in our project, thanks to a Heterogenous Volume and a built-in engine material. Here’s how to set this up. I’m using one of the excellent free assets from the JangaFX website. Import the VDB Right-click in your content browser and select “import” to bring …

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Animating Clouds with Sky Creator in Unreal Engine

I’ve recently picked up Sky Creator by Dimitry Karpukhin. It gives much more fine-grained control over cloud creation than what I’m used to from Ultra Dynamic Sky. It also contains rain and surface puddle effects. Naturally I wanted to animate the clouds with sequencer and make sure the way the clouds evolve is the same …

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Creating Material Zones in Unreal Engine

Sometimes you want to assign a material to a portion of an existing asset, but there’s just no zone setup to make that happen. Thankfully the Modelling Tools in Unreal Engine have tools to create and delete material zones from selections. It’s designed to be deliberately unintuitive of course, so here’s a quick guide on …

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Changes to Media Plate Actors in Unreal Engine 5.5 (no transparency fix)

EPIC have implemented some changes in the way Media Plate actors are handled in Unreal Engine 5.5. In addition to the (still experimental) Media Plate plugin, there’s now a new Holdout Composite plugin/component combo available that’s enabled by default. Due to changes implemented therein, emissive plates can apparently handle image content better and even works …

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How to disable an Unreal Engine plugin via text editor

Some plugins can cause trouble and keep the Unreal Editor from starting. When that happens, there’s no way to disable a plugin via the GUI. Thankfully it doesn’t quite mean “game over” just yet, because we can tweak our project’s configuration file to exclude plugins that may prevent a start. Here’s how to do it: …

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How to invert normals on an object in Unreal Engine

Flipping or recalculating normals usually requires a round-trip into a modelling app, but thanks to Unreal Engine’s built-in modelling tools, it can also be done “in-Engine” as they say. Let’s see how to do it! It’s a little hard to see from this screenshot, but the object on the right needs its normals flipped for …

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How to create a flickering light with a Light Function in Unreal Engine

I’ve been tinkering with a flickering light effect. While it is possible to animate the intensity with Blueprint code directly, there’s an easier way that lets us use the intensity as an override and make the light flicker without futzing with variables. The solution is a Light Function. To create one, let’s make a new …

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How to fix “spatilally loaded Actor references non-spatilally loaded actor” in Unreal Engine

I had this warning in Unreal Engine 5.3 recently when opening a level and didn’t quite know what to make of it: “Spatially loaded actor references a non-spatially loaded actor”. Everything seemed to be working fine, and since it wasn’t an error as such, I didn’t worry too much about it. Curious about what this …

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How to export cameras from Unreal Engine

The other day I needed to make some geometric changes to an object in Blender that relied on my object looking handsome when viewed through a specific camera in Unreal Engine. Hence the best way to work was to export the camera I had setup in UE, and it wasn’t obvious how to do that. …

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Fixed: Unloaded Actors in the Unreal Engine Outliner

Here’s another Unreal Engine oddity that many have come across, including myself: some actors in the outliner show as “unloaded”. You can’t navigate to them, you can’t right-click on them and make them show up, they just linger like a ghost. Here’s an example: This only seems to happen when World Partitioning is enabled and …

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