Unreal Engine Archives

Articles about Unreal Engine 4 and 5

How to fix Sequencer References in Unreal Engine

Sometimes, and despite out best efforts, or as a result of copy/paste actions, actor references in Level Sequences can break. Anything that may have been tracked and properly working last time is shown in white (like the audio above), while things that have broken references are shown in red. It’s annoying when this happens, but …

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How to create Linear Animations in Unreal Engine (Cinematics Workflow Overview)

I’ve finally worked out how to properly create and render animations from Unreal Engine. The concept is very elegant, but also very different from most other 3D applications that I’m familiar with. This threw me on more than one occasion and lead to multiple frustrations, so let me share what I’ve learnt and explain the …

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How to rename Group Actors in Unreal Engine

Renaming groups should be as easy as pressing F2 in the Unreal Engine outliner, but alas it doesn’t work. There’s seemingly no renaming feature, but I’ve worked out how to do it and wanted to share it, together with another Groups related trick you may not be familiar with. Renaming Groups First of all, select …

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Changing the UV Tiling on a Material in Unreal Engine

Sometimes you have a tiled material on an object, and the UV tiling isn’t exposed. This means some manual intervention, which had me stumped in Unreal Engine, and here’s how I’ve solved it. On the material, each texture needs a Texture Coordinate node in the UV input for tiling to be changeable. If nothing is …

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Displaying an Image Sequence on a Plane in Unreal Engine

Most 3D apps have a concept of 2D planes that can show pre-rendered images and videos. They’re often called billboards, splats or simply image planes, they usually involve transparency and they’re a great way to conserve some rendering power. The principle is used with LODs as well, where usually the lowest LOD is a flat …

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Materials vs Material Instances in Unreal Engine

When we change a parameter directly on Material in Unreal Engine, you’ll notice that it takes a while for us to preview the effect. That’s because under the hood, UE has to compile our materials before they can be rendered, which is computationally expensive and creatively annoying. Thankfully EPIC have thought of a snazzy solution …

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Using the level’s Post Process Volume while rendering a camera in Unreal Engine

When you tweak effects through a global Post Process volume in Unreal Engine, and then render out one or multiple cameras, you may notice that the effects can look different in the render than they do when previewing or playing the project. That’s because Unreal Engine can coordinate work with multiple Post Process volumes, but …

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Making things float on water in Unreal Engine 5.1 and 5.2

I’ve seen a couple of good tutorials about how to make things float with the experimental built-in water plugin that came with Unreal Engine 5. Sadly these tips didn’t work in Unreal Engine 5.1 and 5.2 due to a bug that doesn’t install the relevant collision profile on the water body. This causes the floating …

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Creating HDRIs with Unreal Engine

Unreal Engine has a super easy way to render spherical cameras, whose outputs can be used as HDRIs in other applications, or even Unreal Engine itself. This is a great way to make use of the many EPIC freebies we’ve been collecting over the years, without having to know all that much about Unreal Engine …

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How to remove the Streaming Pool warning in Unreal Engine

Do you ever get tired of Unreal Engine screaming at you about the Texture Streaming Pool being over budget? I don’t even know what it means or why it doesn’t solve this automatically. Usually I just ignore it, or type DisableAllScreenMessages in the console and move on with my day. Thankfully there is a fix …

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How to package Unreal Engine 5 Projects for Distribution

UE5 has changed some of the menu options that let us package a project for distribution. In UE4 we could find these options under the File Menu, but they’re gone. We now have a brand new entry under the Platforms button at the top. Under Binary Configuration we can now conveniently pick shipping, debug or …

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Using a Save Game object in Unreal Engine

Storing values between game sessions can be done with the Save Game object in Unreal Engine. Much like with other objects, we create a custom subclass of it, give it variables that we want it to remember, then populate those before the game ends (and retrieve from it when our game begins). Let me show …

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How to get a reference to your Character’s Animation Blueprint in Unreal Engine

Sometimes it’s the simple things that catch you out, like quick references. Say you wanted to access a property on your animation blueprint for something you’re doing in your player character. I couldn’t remember how to do this, so I thought I’d best make a note of it. Here’s how we can do that: This …

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Playing a random Death Animation in Unreal Engine

When a character dies, we can play a death animation either as a montage, or via the animation blueprint. In this quick tip I’ll explain the latter principle. We typically have a boolean (like “is dead”) that checks if the character has died, and it’s true, we’ll transition to a new state in our state …

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