Recently transitioned to Unreal Engine 5 and found the template quite appealing. However, felt the need for additional features like a dash, crouch, and sprint, so I took the initiative to create them myself. This video shows an air-dash. But I ended up taking it out by adding another condition for the falling loop. This way if you’re falling from a jump or a drop, you cant dash forward. But I can bring it back if I come up with a need for it! #UnrealEngine5 #GameDevelopment
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Why Member Functions Work Better in Unreal Engine (My Opinion) As I dive deeper into Unreal Engine C++, I’m starting to understand why member functions feel far more natural than regular (free) functions — not just from a C++ perspective, but from a game design pattern perspective. Unreal Engine itself is built around classic patterns like Component-Based Architecture, Actor Pattern, State Pattern, and Event-Driven Architecture. Inside this ecosystem, every Actor and Component carries its own behavior, state, and lifecycle. Happy learning, everyone! 🚀🎮 Here’s a simple diagram I made to help everyone comprehend the difference: #UnrealEngine #GameDev #Cplusplus #GameDevelopment #LearnInPublic #DevJourney #UnrealEngine5 #SoftwareEngineering #GameDesignPatterns #IndieDev #TechLearning
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Back in February, I got my hands on Unreal Engine 5. The thought that struck my head was, “Can I do something with it?” Turns out — yes! Built using Unreal Engine, this project combines fast-paced shooting mechanics with platforming challenges. Players must clear targets while navigating moving and jump-boost platforms, where precision and timing are key to survival. This project helped me explore player movement physics, shooting systems, and level flow design in Unreal Engine. Give it a try-> https://lnkd.in/gEXWT6_j #unrealengine5 #epicgames #gamedev #ue5
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There’s no reason not to learn Unreal Engine on the go. With Unreal Assistant, you can learn by doing - ask, iterate, and build. It’s like having a mentor right in the editor. Set a simple goal, start small, and explore. Everything’s well-documented, but the real advantage is having a central place for instant answers -no more endless searching. Start by asking about your objective to understand the core concept, then go step by step through nodes, tools, and examples. Much easier to get into flow. #UnrealEngine #GameDev #LearnByDoing #AItools #Productivity
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Royal Skies shared a quick tip for Unreal Engine 5, showing an easy way to visualize how a bone behaves directly in the editor. See more: https://lnkd.in/gtvhjJYc #unrealengine #ue5
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Imagine be able to create a scene in one of the video generator models, like Nano Banana, Veo3, Kling, or Hailou, etc and then being able to pass that 2 dimensional scene to a custom built AI agent, that has the ability to analyse the moving image, and then recreate the exact, same moving image in 3 dimensions, in Unreal Engine, by using an MCP.... 🤔 Unlocking Unreal Engine with AI: A Deep Dive into cc8887's MCP Server https://lnkd.in/eBYuM_RA Bridging AI and Unreal Engine https://lnkd.in/eJgQMEp7 You can use AI agents to create in Unreal Engine by leveraging plugins for code generation, using built-in features like Smart Objects and Learning Agents, and integrating external AI tools. These tools can automate tasks such as generating C++ and Blueprint code, creating 3D models from prompts, and developing complex AI behaviors for in-game characters. https://lnkd.in/eDd8TUik https://lnkd.in/ewfyWZKK https://lnkd.in/eWGD9xmJ https://lnkd.in/ebmSkhDp 💡
Unreal Engine 5.7 landed yesterday and we’re digging into what’s new under the hood in our latest Inside Unreal 🔎 Join us today at 2PM ET for an exploratory look: https://lnkd.in/ewwQQg-k
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In my last post, I talked about how DeltaTime keeps movement frame-rate independent, ensuring smooth gameplay on any hardware. Now I’m taking that same logic further by organizing it into member functions, which makes the code more modular, readable, and scalable — exactly how Unreal Engine is designed to be used. Instead of mixing all logic inside Tick, separating it into member functions makes the workflow: 🔹 Easier to expand (add rotation, ping-pong, triggers, etc.) 🔹 More aligned with Unreal’s Actor-Component architecture 🔹 Much cleaner for real-world gameplay systems Small changes like this have a big impact on scalability and how well your systems grow as the game gets more complex. Happy learning everyone! 🚀🎮 #UnrealEngine #GameDev #Cplusplus #UE5 #GameProgramming #LearnInPublic #DevJourney #SoftwareEngineering #IndieDev
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✨ Just built a new gameplay prototype in Unreal Engine 5! I’ve been working with movement systems and time-based mechanics, and here’s a quick demo of what I achieved 🔹 4-way grid-based movement 🔹 Smooth rolling cube rotation 🔹 Time Manipulation System ⏱️ Slow Motion – manipulating global time ❄️ Freeze Time – controlling individual actor times ⏪ Rewind Time – storing & replaying frame data 🌀 Time Clone – duplicating the player and replaying stored actions I also created a unified system where all powers are managed inside a single scalable component, making it easy to extend and build upon. This is just an early attempt. Special mention to Dhanasivalingam B (Modeling) and Mahilan Manuel D (Yil xtrie) (UI), who have started contributing to the project. Only a small part of their work appears in this demo, but much more of their contributions will be showcased in the upcoming updates. #UnrealEngine5 #GameDevelopment #UE5 #IndieDev #GameMechanics #TimeManipulation #GamePrototype #GameplayProgramming #Blueprints
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Before starting to build my levels in Unreal Engine 5, I decided to develop a quick prototype to better understand how the game’s mechanics and spaces worked within the project. I wanted to gain a deep understanding of the gameplay dynamics to create experiences that are both fun and functional. This process allowed me to: Explore how each mechanic influences the player’s rhythm and navigation. Identify which types of spaces enhance gameplay. Validate design ideas quickly before moving into full production. During this phase, I discovered something important: the zombies couldn’t climb, which meant that many of my initial ideas didn’t work as I expected. I had to adapt the design on the fly, replacing vertical structures with ramps and connected spaces, so that enemies could chase the player without disrupting the gameplay flow. Without clear references, the process was more challenging, but it gave me the chance to experiment, test, and truly understand what worked and what didn’t. This iteration helped me realise how the limitations of mechanics shape the architecture of a level and how to adapt designs to keep the experience fun and coherent. Now, with a solid foundation, I can start building my levels step by step (from concept to final experience), applying everything I’ve learned. Every mistake helps me design better every day. This prototype is now part of my portfolio, showcasing my process, analysis, and adaptability as a Level Designer. #Leveldesigner #UnrealEngine5
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There’s a lot of disinformation around what Unreal Engine 5 is capable of. Most people blame the engine for poor performance, when in reality, the defaults are tuned for visual fidelity, not efficiency. When an Unreal game runs badly, people like to blame the engine. When Valorant runs flawlessly on any hardware, no one credits Unreal. The truth is, the engine reflects the developer’s choices, not its own limits. Unreal has been around for nearly 30 years. It was one of the first mainstream 3D engines and has evolved through every generation of hardware. It was also the first major game engine to run on iOS. Contrary to popular belief, much of its legacy code and pipelines have actually become faster, not slower. The same Unreal Engine 3 titles that once pushed PCs to their limits now run effortlessly on low-end hardware, proving how much untapped potential the engine has always had. That same headroom still exists today, if you know how to trim the fat and understand what’s under the hood. I previously wrote a post showing how to aggressively claw back up to 20x performance: https://lnkd.in/eDMFUc-k If you prefer a more conservative, feature-retaining approach, check out Quod Soler’s excellent write-up: https://lnkd.in/eap5HHae #unrealengine #gamedev #unreal #optimization #ue5 #ue4 #epicgames #valorant #performance
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As part of my recent learning journey over the past weeks, I’ve been exploring C++ and Unreal Engine 5 by building a small hands-on project called Rocket Round. After finishing a learning course, I decided to expand the project and turn it into a fun, challenging, and fast-paced mini game. It has three rounds of battle, and you can watch the third one in the video below. The main goal was to gain practical experience with Unreal’s C++ gameplay framework, including gameplay mechanics, actor components, input handling, UI systems, and game flow management, all implemented in code. You can try it out on the itch platform, it only takes a few minutes to play :) https://lnkd.in/ePqguR7Q As always, I’d really appreciate any feedback or thoughts! 🙌 #GameDev #UE5 #UnrealEngine #LearningByDoing
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Great work 👏