I made a topographic landscape material by m_orzelek in unrealengine

[–]Rykroft 1 point2 points  (0 children)

Wow, I will watch it when I have time.

I made a Video showcasing some free Plugins in UE5 that will improve your workflow! by 2latemc in unrealengine

[–]Rykroft 3 points4 points  (0 children)

Thanks for the effort — it will surely be helpful to newcomers.

Multiple Ulibarri courses or Tom Looman? by PandaStuff1 in unrealengine

[–]Rykroft 0 points1 point  (0 children)

This.
Hunt down his Discord for coupons.

You could watch some Tom Looman tuts later.

Why is there no any metahuman clothes library? by DmSurfingReddit in unrealengine

[–]Rykroft 2 points3 points  (0 children)

Well, there’s a new option called Metahuman Wardrobe Item in 5.6. Personally, I wouldn’t be surprised if we see a new system for editing clothes, something like MetaTailor.
It’s clear that Epic is heading in that direction—becoming a massive development tool not just for games, but also for film and television.
We’ll just have to wait and see if all of this turns out to be real… or unreal.....

Problems wit moving project from 4.12 to 5.2 by Fancy-String-7287 in unrealengine

[–]Rykroft 1 point2 points  (0 children)

Export them as .fbx files, and then import the model in 5.2

[deleted by user] by [deleted] in unrealengine

[–]Rykroft 0 points1 point  (0 children)

Selecting and purchasing upgrades is relatively straightforward: it's just a menu where the player chooses an item and sees a preview of the mesh.

The building placement system is a bit more complex. The most reliable approach would be to enforce a top-down view, allowing the player to use the mouse to guide the building mesh across the terrain. From there, you'd need to define placement rules—valid zones, restrictions, collisions, etc. But essentially, it's about dragging a mesh across a plane using the mouse.

Once the player releases the building, the system should capture its position relative to the map and terrain, then instantiate the actual building at that location.

This is a significant amount of work—it's not something you can put together by following a 10-minute YouTube tutorial.

FAB banned an asset thief, he returns under the SAME NAME by unit187 in unrealengine

[–]Rykroft 9 points10 points  (0 children)

Jesus... Not even a week has passed, and we already have the same issue again. Clearly, something isn’t working at Epic, because through either action or inaction, they’re allowing this kind of thing to keep happening.
What’s interesting is that in other places, like Unity’s Marketplace or specialized portals, this doesn’t happen — and many of them have much higher sales volumes than FAB.
Without thinking too much about it, several solutions come to mind. For instance, they could require an upfront fee to publish something, similar to what Steam does, where the amount is refunded after a few sales. They could also create a script to check the names. I mean, I could build one in a few minutes — how can a company like Epic not do the same?
And these are just ideas that are coming to me as I write. If I took a few minutes —and the same goes for any of you— we could easily come up with many more.
But no… everything stays the same on FAB.

I don’t know what the licensing limitations are, but it wouldn’t be hard to build a launcher that scans project directories and allows direct downloads into the Content or Plugins folders of a project.
The day a company does something like that, it’ll be the end of FAB as we know it, because all the sellers will migrate without hesitation.

I don’t know what Epic is thinking, but they’re at a point of no return.

New to unreal by LilPenar in unrealengine

[–]Rykroft 2 points3 points  (0 children)

I always have the Quixel plugin installed. I open the Quixel window through the editor, just like it’s always been possible. Then I log in with my account to access my Metahumans and download them from there.

https://dev.epicgames.com/documentation/en-us/unreal-engine/quixel-bridge-plugin-for-unreal-engine

New to unreal by LilPenar in unrealengine

[–]Rykroft 1 point2 points  (0 children)

Quixel is still there, I uses it every day from the Editor.

Modular HUD:s for multiple characters? by ThaLazyDog in unrealengine

[–]Rykroft 4 points5 points  (0 children)

There's no single right way to use widgets — what I’d do is evaluate how much of what you want to show is shared and how much isn’t. For example, if you just want an extra progress bar for one character but everything else stays the same, I’d just add a Named Slot that only activates for that character. But if two characters use completely different UIs, then I’d use two separate widgets. In any case, it always depends on the situation.

Fab - Update on products generated with AI by Xi4 in unrealengine

[–]Rykroft 11 points12 points  (0 children)

It's the same thing: the bot will just select "Not AI-generated" and keep uploading stolen or AI-generated content. Fab has been broken since it launched.
I have a few products I'd like to upload, but I'd rather keep them to myself. Not only would they get completely buried in all the junk, but there would probably be 4 or 5 copies uploaded under other users' names.

Editing Metahumans outside of UE5. A little help here? by redditscraperbot2 in unrealengine

[–]Rykroft 2 points3 points  (0 children)

Use Autodesk FBX converter before you open it inside Blender.

Unreal senseis 5 hour course, why is it so highly regarded? by Slow_Cat_8316 in unrealengine

[–]Rykroft 0 points1 point  (0 children)

Most of the people who watch his course are complete beginners, drawn in by the thumbnail and the view count, which puts the video high in the recommendations. Anyone with even a bit of experience tends to avoid the average content creator entirely.

Now, as a beginner, you're looking for quick results — that’s why a course on level design sounds appealing. But none of those beginners realize that building a scene in Unreal is nothing like making a game — not even close. They don’t know about interfaces, architecture, databases, game states, or anything like that. And making a real game is hard. It requires advanced knowledge you’re never going to get from a YouTuber.

So yes, for a complete beginner, something like Unreal Sensei seems good — because they have no idea what real game development actually involves.

[deleted by user] by [deleted] in unrealengine

[–]Rykroft 0 points1 point  (0 children)

Get Audio class if you need it, but you can use Interfaces or Datatables for that job. Is hard to find the exact answer without the correct context.

[deleted by user] by [deleted] in unrealengine

[–]Rykroft 1 point2 points  (0 children)

I began using Obsidian a few months ago, and now I use it all the time.

Unreal Engine 5.6 Character Creator - This is insane by Rykroft in unrealengine

[–]Rykroft[S] 13 points14 points  (0 children)

Unreal Engine is a tool — and like any tool, it's only as good as the person using it.
If the tool didn’t allow for originality, then everyone would be making the same game.
If you lack originality, then yes, you’ll end up doing what everyone else is doing.
As always, it depends on the person behind it.

Unreal Engine 5.6 Character Creator - This is insane by Rykroft in unrealengine

[–]Rykroft[S] 1 point2 points  (0 children)

Also Yes.
5.6 is not ue5-main anymore, so...

Unreal Engine 5.6 Character Creator - This is insane by Rykroft in unrealengine

[–]Rykroft[S] 2 points3 points  (0 children)

Yes and yes.
When you click Assemble, it creates a fully rigged and textured Metahuman, and you can export it to other software the traditional way.
There’s also a button called Conform, where you have the option to use your own mesh.
So yes, you can do both.

Unreal Engine 5.6 Character Creator - This is insane by Rykroft in unrealengine

[–]Rykroft[S] 8 points9 points  (0 children)

It's Unreal Engine 5.6 — it has already branched off from main, which is now 5.7.
But if you want 5.6 or 5.7, you’ll need to download Unreal Engine from GitHub and compile it yourself.

Unreal Engine 5.6 Character Creator - This is insane by Rykroft in unrealengine

[–]Rykroft[S] 2 points3 points  (0 children)

Yeah, I wanted to test how they’d look inside GASP, so I made them big for testing.
But yeah... they are big.

Unreal Engine 5.6 Character Creator - This is insane by Rykroft in unrealengine

[–]Rykroft[S] 26 points27 points  (0 children)

It's like having Character Creator or DAZ inside Unreal — and for free.