#unreal engine 5.5
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fvmods · 25 days ago
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Miami Project (2013) Remaster.
Gameplay Video: https://youtu.be/Njovrp6yzmA
FV Design Store links (Renderosity, Gumroad):
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nyghtwolf · 27 days ago
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Wish all Ark Survival Ascended Server owners & mod creators good luck tomorrow!
The 5.5 update to UnrealEngine goes through tomorrow! 🤞 As a little distraction treat, here are the next 3 Runic Wyvern (in order)! Runic Halo, Runic Crystal Queen Bismuth, Runic Void! (And yes, I made all these effects, art, & the engine material effects myself! I LOVE making materials & Niagara FX in Unreal Engine lol)
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solomorne · 4 months ago
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honestly hearing all these things abt unreal 5 on the internet has me Worrying abt tow 2 bc i think it's on unreal 5 too which makes me wonder if it's gonna be as bad or even worse than the spacer's choice edition of the first one (unreal 4). studios stop using unreal challenge 😭
hmmm i’ll say this. a lot of the games coming out now on UE5 were made with 5.0 or 5.1, which came out around when these games would have started development. aka they started on a brand new engine (it came out in 2022) so it’s always a bit. rough. being the ones to do that. unreal engine 5 is on 5.5 now, so there’s a chance games coming out in the next couple years are on a less bloated and better optimised version of UE5. but honestly who knows. i don’t lol. some devs stuck with UE4 for the reasons i listed above so shrug.
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irismfrost · 1 year ago
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July 12 - Taipei 101
Today, we visited Taipei 101. Built in 2004, it is the tallest building in Taiwan and currently the 11th tallest building in the world, with 101 floors totaling 508 meters tall. This building isn't just unique for its height, but the engineering behind it. Taipei 101 has a Tuned Mass Damper that we visited on the 88th floor. This damper is 660 tons, 5.5 meters in diameter, and made of steel plates welded into a gold sphere. It acts as a center of gravity that sways in place of the building. It is connected to strong steel cables that help it move. It can sway up to ~5 feet and is built to survive a magnitude 10 earthquake, typhoons, and strong winds. The 89th floor is the main tourist area, with a 360 degree view of Taiwan. Everything on this floor is within glass and there are *vibey* decorated areas that make the space seem peaceful. They also have a gift shop and food in the center of this floor. You can see everything here. As you walk up to the 91st floor, you feel the wind first. Then you see Taiwan. This is basically the same view as the 89th floor, except it's outside.
Not only is this building tall, but it was the record holder for the fastest elevator from 2004-2015. It moves up at 1010 meters per minute. That means you can take the 5th floor to the 89th floor in 37 seconds.
This building is also special because of the traditional Chinese architecture built into such a modern building. It has 8 tiers with 8 floors each (lucky number) that are wider on the top than the bottom. This traditional style represents financial richness and everlasting vitality. It is no coincidence that this is where the Taiwanese stock exchange takes place.
Academic Reflection
Before we visited Taipei 101, I read about it. Reading did not prepare me for the massive damper I saw. There were even diagrams in the reading but I could not imagine a huge swinging ball in the middle of a building - it just seemed so unreal. Even after seeing it with my own eyes, it is hard to comprehend its existence. The technology innovated here is intentionally symbolic of Taiwan's entrance into the global economy at the beginning of the 21st century.
Taipei 101 is luxury. It is an engineering marvel, holds the Taiwanese stock exchange, has an upscale mall with international luxury brands, has a food court, an attaching building, and every other bell and whistle you can imagine. The city of Taipei seems to be the epicenter innovation in Taiwan and is the avenue in which Taiwan is defining itself as a country of progress. Taiwan is putting itself on the map and growing its independence. I assume this is an empowering feeling for many Taiwanese people (though I have not asked), especially because Taiwan has been invaded so many times. Even now, Taiwan's political status remains ambiguous.
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playitvison · 22 days ago
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Ark Survival Astedn ascends
Since Steam has served since its launch in October 2023 for repeated performance problems and widespread errors, the open dinosaurs game in the open world Stay on the coffin It has just been given a great upgrade to the engine. The new ARK update brings the Remaster Game Remaster game to Unreal Engine 5.5, which is promised by improved performance along with other errors and life quality changes.…
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venezart · 1 month ago
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Mastering Unreal Engine 5.5: Essential Tips for Beginners
Unreal Engine 5.5 has made waves in the game development community with its cutting-edge features and capabilities. Whether you’re a novice developer or an aspiring game artist, these practical tips will help you harness the full potential of UE5.5. Let’s dive in! 1. Get Acquainted with Lumen and Nanite Lumen and Nanite are two of the most talked-about features in Unreal Engine 5.5. They offer…
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fmpdas25 · 2 months ago
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Development // Packaging
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Before I packaged my game, I went through and walked around every level. Seeing if there are any issues. To which I found out that the stairs in the mall level didn’t work because of their collision. Same with the top of the staircase. I simply fixed this by going into the mesh and changing the collision complexity to "Use Complex collision as simple".
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Another issue I came across when packing my game was that. The build tools that unreal engine requires to package games didn't work with the version I had installed. This is because for this project I decided to go with Unreal Engine 5.5 instead of 5.4. Simply because I wanted to access new features and bug fixes to things like water and improvements on the lighting system. The issue was fixed when I simply updated visual studio which in turn updated the build tools.
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movindul-mga2024mi5015 · 2 months ago
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Process - Creating Level
I tried to make everything on Blender and then import it over to Unreal but because there isn't a definitive proper workflow between Blender and Unreal it caused alot of headaches and I also did not really want to switch over to Maya as I really dislike modelling in Maya even though there is a better connection between Maya and Unreal.
So after doing some research I found out that modeling compacted spaces in Unreal is significantly easier than i thought it would be. I was using Unreal Engine 5.5 were a folder called “Starter Content” wasn’t there but then after going into Unreal Engine 5.4 I was able to locate this folder where it made my life a lot easier and actually made it more fun to create the level.
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tbfmpyear2 · 2 months ago
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Making sure the Execute Console Command node works
Something I hadn't considered when implementing the debug buttons in my optimization world, is whether or not they would actually work in a built version of the game, as they are development commands after all.
I knew there were different kinds of building options, one for development and one for shipping, but I didn't really know what made them different:
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So I did some research into the Execute Console Command node itself, and the packaging types:
Execute Console Command | Unreal Engine 5.5 Documentation | Epic Developer Community
Build Operations: Cooking, Packaging, Deploying, and Running Projects in Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer Community
But these didn't go into the differences between Development and Shipping, so they weren't really helpful.
I eventually found this forum post though:
[UE5.0]How to enable console command in shipping build? - Development / Programming & Scripting - Epic Developer Community Forums
And within it, these replies:
So it seems I'm OK to use the Execute Console Command Node.
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himanshupractice2 · 2 months ago
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BLOG 06| Relevant Practice| Optimized Metahumans in Unreal Engine 5.5: A Game Changer for Developers
A recent YouTube video delves into the exciting advancements in Unreal Engine 5.5, specifically the introduction of optimized Metahumans. These new Metahumans are designed with game development in mind, significantly reducing file sizes and improving performance compared to their original cinematic counterparts.
The video highlights the availability of different optimization levels: low, medium, and high. Each level offers a balance between visual fidelity and performance, allowing developers to choose the best option for their specific project needs. The high setting is particularly noted for striking an excellent balance between quality and game-readiness.
Getting started with these optimized Metahumans in Unreal Engine 5.5 is streamlined through the Quixel Bridge plugin. The video demonstrates the process of downloading and integrating these assets into a project. It's worth noting that while custom Metahumans can take advantage of these optimizations, the preset Metahumans do not currently have this capability.
Ultimately, the reduction in file size and memory usage makes optimised Metahumans a much more practical solution for game development, paving the way for more detailed and visually impressive characters in games.
SOURCES
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acceptedguy · 2 months ago
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Development Blog: Timeless Epoch
Blog #16 – Learning Adobe Substance Designer 
Why Substance Designer? 
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As I continue to refine my skills as a 3D environment artist, I’ve realized that understanding how to create materials from scratch is absolutely essential. That’s why I’m now diving into Adobe Substance 3D Designer—a tool that many top-tier game studios rely on to build their material libraries. 
Here’s why I’m prioritizing it: 
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Procedural Power: Substance Designer offers a node-based, programming-style approach to creating textures. That fits perfectly with my background in computer science and my passion for algorithmic processes, like those used in PCG systems. 
Custom Materials: It allows artists to build entirely unique, customizable materials—which means I can start building stylized or realistic surfaces tailored specifically to the themes of Timeless Epoch. 
Style Control: Whether I want medieval stone walls or industrial metal panels, Designer puts full control in my hands, letting me tweak fine details in ornamentation, wear, roughness, and more. 
A Key to Artistic Freedom: Instead of relying on pre-made materials or marketplace content, I’ll be able to craft a bespoke material library—a long-term investment in my versatility as a 3D artist. 
The Learning Plan 
To get started, I’m currently following the “Designer First Steps” series on Adobe’s official YouTube channel. The goal is to understand the basics of the software and work toward creating a cloth material from scratch. 
By learning how to manipulate nodes, create tiling textures, and apply ornamentation, I’ll begin the process of building the kinds of materials I’ll need for Timeless Epoch—particularly those used in modular architecture kits. 
Resources: 
Adobe Substance 3D (2024). Adobe Substance 3D Designer for Beginners | Course Overview | Adobe Substance 3D. [online] YouTube. Available at: https://www.youtube.com/watch?v=At3FoFcuN6k&list=PLB0wXHrWAmCxBw92VSRjqsbqYXgkF8puC 
ArtStation. (2025). A Plague Tale: Requiem - Chapter III, Olivier Cannone. [online] Available at: https://www.artstation.com/artwork/4XKW5Y [Accessed 23 Apr. 2025]. 
ArtStation. (2025). A Plague Tale: Requiem – Concept arts part 2, Tom Hisbergue. [online] Available at: https://www.artstation.com/artwork/140zlZ [Accessed 23 Apr. 2025]. 
ArtStation. (2025). Frostpunk 2: Environment Concept Arts, ZooWe (Tsu-Wei) Chen. [online] Available at: https://www.artstation.com/artwork/3EeBgo [Accessed 23 Apr. 2025]. 
ArtStation. (2025). Isaac Oster. [online] Available at: https://www.artstation.com/isaacoster [Accessed 23 Apr. 2025]. 
ArtStation. (2025). Jef Simons. [online] Available at: https://www.artstation.com/jef_simons [Accessed 23 Apr. 2025]. 
ArtStation. (2025). joannie leblanc. [online] Available at: https://www.artstation.com/joannie [Accessed 23 Apr. 2025]. 
ArtStation. (2025). Michael Chae. [online] Available at: https://www.artstation.com/michaelchae [Accessed 23 Apr. 2025]. 
Artstation.com. (2025). Page Restricted. [online] Available at: https://www.artstation.com/tonch-la-gonch [Accessed 23 Apr. 2025]. 
ArtStation. (2025). Shinta Lyu. [online] Available at: https://www.artstation.com/kiritsugu [Accessed 23 Apr. 2025]. 
ArtStation. (2025). Tanguy Talbert. [online] Available at: https://www.artstation.com/gaxxx [Accessed 23 Apr. 2025]. 
ArtStation. (2025). TRACE studio. [online] Available at: https://www.artstation.com/trace_studio [Accessed 23 Apr. 2025]. 
ArtStation. (2025). V Rising - Environment Props, Linn Wilhelmsson. [online] Available at: https://www.artstation.com/artwork/rlDqVO [Accessed 23 Apr. 2025]. 
baldursgate3.game. (n.d.). Baldur’s Gate 3. [online] Available at: https://baldursgate3.game 
Epic Games (2024). Procedural Content Generation Overview | Unreal Engine 5.5 Documentation | Epic Developer Community. [online] Epic Games Developer. Available at: https://dev.epicgames.com/documentation/en-us/unreal-engine/procedural-content-generation-overview 
OpenAI (2025). ChatGPT. [online] chatgpt.com. Available at: https://chatgpt.com. 
Procedural Minds - YouTube. Creating Procedural Content. [online] Available at: https://www.youtube.com/@Procedural_Minds 
Stuart, K. (2022). A beginner’s guide to Elden Ring: what it is and why you should play it. The Guardian. [online] 2 Mar. Available at: https://www.theguardian.com/games/2022/mar/02/elden-ring-beginners-guide-open-world-adventure 
Substance Painter 2021. Getting Started - Course Introduction. [online] Available at: https://www.youtube.com/watch?v=-ZbmRsOnApk&list=PLB0wXHrWAmCwnqWfKdGEmbtSKN2EzvLrY 
UNF Games (2024). Creating a village using Procedural Generation PCG in Unreal Engine 5 - Beginner Tutorial. [online] YouTube. Available at: https://www.youtube.com/watch?v=E5tsS-5sYYo [Accessed 23 Dec. Mar] 
www.focus-entmt.com. (n.d.). A Plague Tale: Requiem - Focus Entertainment. [online] Available at: https://www.focus-entmt.com/en/games/a-plague-tale-requiem 
War:, T. (2022). Total War: WARHAMMER III - Home. [online] Totalwar.com. Available at: https://warhammer3.totalwar.com [Accessed 23 Apr. 2025]. 
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ethancfmp2025 · 2 months ago
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Creating and implementing short Tutorial Videos
I want to use these videos to introduce the player to my games mechanics and showcase how they can potentially be used. I want these videos to be concise and to the point, but also entertaining and humorous so that the player actually pays attention to them.
The first step is to actually create the videos using Premiere Pro.
I want all of the videos structures to be similar, so that they're all digestible. With a short introductory section that describes what the tutorial is teaching, which then transitions into a demonstration with narration describing what the mechanic does and how to do it.
For example here are the segments in my stomp tutorial video:
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The first segment introduces the player to the mechanic and tells them how to do it.
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The second segment demonstrates how to perform the mechanic and what it looks like.
Importing into Unreal
To import videos into unreal I followed this tutorial I found on the Unreal Forums. I found a few tutorials but this was the most simple to follow and seems to be the best from a performance standpoint.
Play a Video File in Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer Community
An adjustment I had to make from the tutorial was the use of materials because I wanted to display the videos using an actor, so that I could control when they play and pause and whatnot. To create a material using the media texture, I simply right clicked and pressed "Create Material".
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I then put together the actor for the videos, which uses a box collision to detect when a player is in range. When the player is in range, the video plays and when the player is out of range the video pauses. I did this because I want the player to have control over how the video plays so they can take it at their own pace.
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The box collision over the platform is the range at which the video can play.
At the time of writing this I haven't finished all of the tutorial videos yet, but I'm planning to do them consistently in the background of my other work so they're all done by the end of the project.
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Here is an example of my tutorial videos.
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nyghtwolf · 28 days ago
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In case ya'll didn't know!
I am not only an avid Warframe player, but I am also a mod developer. I created the mod Runic Wyverns for Ark Survival Ascended! It was the first Wyvern mod released to add diving Wyverns (Yes, before Tristian's Overhaul & Draconic Chronicles) & I have been proudly working on it for a little over a year now! If you'd like to check it out, here is the link! Runic Wyverns
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The mod has powerful, elemental based Runic Wyvern with beautiful, unique glowing runes that are hand designed by me for each one. I do all of the art, modeling (mostly editing, & model bashing, but some of the small things I made by hand such as their attachments), materials, VFX, and coding for it. I recently added my flavor of Runic Crystal Wyverns! You can find the Quartz variety in the wild, and use special crystals from the mod to evolve them once they're tamed! All the Runic Crystals have their own support functions. (Quartz CC's, Sapphire AoE heals, Emerald AoE buffs defense, and Ruby drains health & boosts it's damage)
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And now, coming hopefully very soon after Ark Survival Ascended's Unreal Engine 5.5 upgrade, I will be bringing you a new little friend! (These are WIP, some VFX are missing) Introducing.. for Pride month, the Halo Wyvern!! The rainbow FX shimmer & move, and he functions like a light/lantern pet from Aberration! They will be a passive tame for players level 15+!
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I can't wait to update & let you guys have at these cuties! :D Happy Pride all!
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jmmultimediadev · 3 months ago
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Unreal Engine 5.5
Unreal Engine 5.5 è un aggiornamento rivoluzionario che offre nuove funzionalità e perfezionamenti che innalzano il livello della produzione virtuale, dello sviluppo di giochi e dell’animazione. Scopriamo insieme le principali aree in cui il software brilla, esplorando nel dettaglio le innovazioni. https://www.youtube.com/watch?v=cfoh5FHS5RA&t=3s&ab_channel=UnrealEngine Flussi di lavoro per…
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groovy-computers · 3 months ago
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⚡Level Up Your Gaming Experience: Unreal Engine 5.5 Tech Demo Unleashed!⚡ Explore a cyberpunk future like never before with the latest Unreal Engine 5.5 tech demo. This demo offers stunning visuals with Lumen Global Illumination and Hardware Ray Tracing—truly showcasing cutting-edge graphics technology. Created by Pasquale Scionti, it pushes even the RTX 4090 GPU to its limits. 💡Insight: While the visuals are breathtaking, the demand for high-performance hardware remains a significant challenge. The future of gaming will not only be about immersive visuals but also optimizing performance to bring these experiences to everyone. Do you think your setup is ready for this leap in graphics? Share your thoughts below! #UnrealEngine #RayTracing #Cyberpunk #GamingTech #NextGenGraphics #RTX4090 #GameDevelopment #LumenGlobalIllumination #TechDemo #GroovyComputers #FutureOfGaming 🎮
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vertexrage · 3 months ago
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This asset pack contains 12 high-quality doorbells, each available in two configurations: a single combined mesh and a separated version with button and base/housing as distinct parts. Every doorbell includes two texture variants – clean and dirty – to match a wide range of environments and use cases. Designed for games (FPS, horror, etc.), architectural visualization, and other interactive experiences. Example interaction blueprint included.
It took way more time than I anticipated (overall over 100h of work so far, around half on modelling/texturing the other half on UE side and publishing). But it was also super fun project to work on.
A few random notes:
Before tackling that project, I would never suspect that making such simple objects would be fun
Geometry is relatively simple, the most effort was in texturing
I used Blender 4.2 for the first time in production. I had quite a few issues with it. Most related to the new autosmooth behavior. I think I got the hang of it now though, but I still spent more time on this part vs what was before. Also, somehow usdc/z export was crashing Blender in 4.2 for me, so for that I used 4.4.
Other tools I used: Marmoset Toolbag 4 (still haven’t upgraded to 5) and Substance Painter 2024.
The Unreal Engine version on Fab supports 4.27+, but most renders are from 5.4 and 5.5. At one point when I was working on this pack I did a comparison of renders with the same camera setup between UE4 and UE5. I was actually surprised how better the UE5 renders are. Not only they did reflect better lighting parameters (like temperature), but also were just crisper/more clear.
At one point I needed tillable concrete material for wall. I made one in SP, which is not the standard way of doing those, but I’m quite satisfied with the result. The wall in UE renders (and in video) is using that material.
I used RD Lighting Kit for UE. It did save me a lot of time on making the renders look good!
The blueprints I added were relatively simple, but I felt that they needed to be documented. It wasn’t that much work to write the docs, but it wasn’t fun part of this project :stuck_out_tongue:
Aside from Fab I plan to also release them on Unity Asset Store (and probably in few other places).
ArtStation link: https://www.artstation.com/artwork/XJ4wZ0 Fab link: https://www.fab.com/listings/35db0717-fd1a-4d39-a200-4c73b19f5ae6
On both sites you can check out more renders, but on Fab there’s also 3d preview.
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