Unreal Engine Archives

Articles about Unreal Engine 4 and 5

How to remove or reset Baked Lighting in Unreal Engine

Baked Lighting was a big thing in UE4, and it can still improve performance in UE5. For outdoor lighting it has largely been superseded by Lumen and real time calculations, but older projects and demo levels that come with marketplace assets can have baked lighting by default. This can interfere with real-time solutions, so we …

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How to disable the CTRL+SPACE default shortcut on macOS

Unreal Engine likes to use CTRL+SPACE to bring up the content browser. I’ve never had a Mac powerful enough to run UE5 until recently, and imagine my surprise when that shortcut swapped my keyboard layout from UK to German instead of showing my assets. Turns out macOS has this enabled by default, and I needed …

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How to lock off a camera position in Unreal Engine

We can lock off objects (including cameras) so that they can’t accidentally be moved or pointed into other directions. Fixed cameras are a good example: if you want one or more cameras to always show the same thing, and want to make sure you’re not moving them with transform controls or when they’re selected in …

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How to adjust Normal Map Strength in Unreal Engine

It’s nice to have adjustment options on our normal maps. Sometimes the strength that works in another DCC doesn’t work for the final look, something I frequently encounter with the base colour channel. Typically I add a Vector 3 and Multiply nodes before the final output, but for non-colour data this doesn’t work. Instead we …

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Working with Takes and Shots in Unreal Engine

I’ve previously talked about using Shot Tracks in the UE Sequencer. There’s a related feature called Takes that I’ve just found out about. It can make life easier as you try things out while you work with animations and adds an “alternate” shot that can be swapped out without destroying the original. Each take is …

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How to keyframe Cloud Movement in Sequencer with Ultra Dynamic Sky

By default, Ultra Dynamic Sky calculates cloud movement continuously, no matter if you’re running game mode, simulation mode or if you’re working with a Level Sequence. There is a way to make sure the clouds form the same way as you move the playhead so that we get predictable results in our cinematic keyframe animations. …

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Multi Camera Rendering in Unreal Engine

I’ve been puzzling over the best way to render out multiple camera sequences from Unreal Engine. This is useful if you had a switched camera cut track for preview purposes in your project, but would like additional post production effects to be applied during editing (say dissolves or wipes between cameras). By default, Unreal Engine …

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How to fix un-deletable empty folders in Unreal Engine

When you move objects around in your content browser for re-organisation, you may end up with empty folders that you want to delete. However, often times Unreal Engine comes up with a message telling you that the folder is NOT empty, and all kinds of terrible things would happen when you delete it anyway. Here’s …

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Using non-linear Animations in Unreal Engine

Imagine you’ve animated an object with keyframes as part of a Level Sequence, and now you want to have multiple copies of that object doing the same thing. Like the cube in the above GIF. Unreal Engine has a quasi non-linear animation feature we can use that lets us queue a sequence from another sequence. …

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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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