WoLD Archives Search About Contact

World of Level Design

Tutorials to Becoming the Best Level Designer and Game Environment Artist (since 2008)

UE5: Quick Tip Tutorials Part 3 (Tips #21-30)

Category: UE5
November 13, 2024

Quick Tip Series is created for beginners and advanced Unreal Engine 5 users.

These are quick, useful tips to help improve, refine, fix and remind you of tools, techniques and principles you may have not known or forgotten about.

All videos are short and get straight to the point.

The following Part 3 includes the following 10 Quick Tips:

Quick Tip Series:

Let's begin!

UE4 Tip #21: Fix - Can't See Light Attenuation Radius

If you lose light's attenuation radius. There is a shortcut that toggles light's attenuation radius.

  • ALT+R = Toggle Light Attenuation Radius

You can also go to Show > Advanced > Light Radius.

If you still don't see it, make sure you don't have Game Mode enabled. Hit G to toggle it on and off.

  • G = Game Mode

UE5 Tip #22: How to Add UE4 Incompatible Vault Marketplace Assets into UE5 Projects

Many marketplace assets are not available for UE5. They were created for UE4 or certain version of UE5 but not all version of the engine.

"Can you still use Vault/Fab marketplace content that was created for UE4 but add it into UE5?"

Answer is: yes. You can force earlier content versions to be used in any UE5 versions.

Go to Library section where you have your UE assets and click Add to Project:

Ability to add to a specific existing project will not be available, unless that version is supported.

Then follow these steps:

  • If you don't see your project, click on Show All Projects:
  • Select the project you want to add it into
  • Then Select Version of the engine version that it was last compatible with in the drop-down menu (they will be displayed for you)
  • Click Add to Project

The assets will now be forced into the new “incompatible” version of your project.

You may have to fix many errors with Blueprints and lighting or any features that are no longer supported or deprecated in new version of the engine. But the assets will be available for you to use.

UE5 Tip #23: Display Wireframe on Static Meshes in Shaded Mode in UE5

It's often useful to see wireframe inside your level while still using the Lit Mode, not just Wireframe Mode.

Go to Show > Advanced > Mesh Edges:

UE5 Tip #24: 3 Steps to Correctly Rename Your Projects

Go to Epic Games Launcher and to Library tab and Right Click on your project to choose Show in Folder:

Then go outside this folder and follow the steps.

Step 1: Rename the MAIN folder name (20 characters or less).

Step 2: Rename .uproject file to the same name.

Step 3: Got to Config folder and open the DefaultEngine.ini and rename in 2 places:

  • URL GAME NAME=
  • Under /Script/Engine.Engine section

Double click on the .uproject icon in the project folder to launch the renamed UE5 project.

When it comes to C++ code, can't tell you what to do as I haven't done it. This only works for Blueprint projects. You may have to fix some issues that tend to pop up.

UE5 Tip #25: Quickly Delete UE5 Projects

Deleting existing projects in Epic Games Launcher used to be simple. Right click on the project and choose Delete.

Now, the Delete option has been removed.

In Epic Games Launcher, inside My Projects section, right click on your project and choose Show in Folder.

Then go one level above so you can see the MAIN single project folder, then DELETE this main single folder.

Refresh the Epic Games Launcher by going to another menu or restart it and the project and project icon will now be deleted.

UE5 Tip #26: Intuitive Shortcut to Quickly Switch Viewports for Faster Workflow Unreal Engine 5

Switch your perspective viewport to any viewport very quickly.

  • Hold Ctrl + Middle Mouse Click Drag UP = Top View
  • Hold Ctrl + Middle Mouse Click Drag DOWN = Bottom View
  • Hold Ctrl + Middle Mouse Click Drag LEFT = Back View
  • Hold Ctrl + Middle Mouse Click Drag RIGHT = Front View
  • Hold Ctrl + Middle Mouse Click Drag DIAGONAL BOTTOM LEFT = Perspective View

UE5 Tip #27: Convert Older UE5 Projects to New Version of UE5 (Simple, No C++ Code)

You have an older UE5 project that you want to open and convert to a new version of UE5 you just downloaded.

Go to Launch Icon to open the UE5 Unreal Project Browser:

Select Recent Projects. Then select an older project you want to convert and open in new UE5 version and click Open.

Choose if you want to Open a Copy or More Options:

Choose the option you feel good with.

The project will now open in the new version of UE5.

UE5 Tip #28: How to Export Entire Group as FBX from UE5 to Use in 3D Application (Maya)

“Can we export the entire group as a single FBX for its use in a 3D Application?”

Yes you can.

Select the grouped objects in UE5. Everything will be selected that you placed into a group.

Go to File > Export Selection:

Choose the name of exported mesh and select Save as Type: FBX.

Then in the next menu options you'll want to control the following:

  • Collisions: disable (will be disabled if Export Source Mesh is selected)
  • Export Source Mesh: enable

Everything will be triangulated.

UE5 Tip #29: How to Enable Hardware Ray Tracing (Real-Time Ray Tracing) in an Existing UE5 Project

Real-Time Ray Tracing (Hardware Ray Tracing) is a rendering feature available in UE5.

It'll give you more accurate visual quality for shadows, ambient occlusion, reflections, translucency and global illumination.

But you have to have an RTX video card that supports Real-Time Ray Tracing to use Hardware Ray Tracing. Otherwise UE5 will use Software Ray Tracing.

And by default, UE5 will use Software Ray Tracing.

To enable Hardware Ray Tracing (Real-Time Ray Tracing) you have two options:

Option 1: at the start of the project creation screen by enabling Ray Tracing.

Option 2: inside an existing project in Project Settings.

  • Go to Edit > Project Settings
  • Engine: Rendering
  • Enable Support Hardware Ray Tracing
  • Click Yes on Compute Skin Cache

Restart the editor.

Now you will have ability to enable Use Hardware Ray Tracing when available option.

Additional Resources:

Epic Games Doc: Hardware Ray Tracing in UE5 and Epic Games Doc: UE5 Lumen Technical Guide.

UE5 Tip #30: FIX - Normal Map Looks Odd (Inverted) When Rotating with Custom Rotator

In UE5, whenever you use Custom Rotator to rotate your texture, the Normal Map will look odd (inverted).

Here is the original Material Editor Custom Rotator setup before the fix:

Now this has nothing to do with the Green Channel, because the normal map already looks how it should prior to Custom Rotator. Something happens with the Blue Channel when Custom Rotator is applied.

So you need to apply a fix to this. Here is the setup fix:

click on image to view full size

UE5 Tutorial Courses

Learn to use and create with Unreal Engine 5 with the following courses.

SUBSCRIBE & GET FREE UE5 PDF GUIDE

Subscribe to receive NEW/UPDATED and FREE "UE5 Beginner's Quick Start Guide" PDF (90 pages).

Subscribe and Get Free UE5 PDF Guide

Visit this page for more info about the guide...


Follow WoLD




UE5 FUNDAMENTALS VOL.1 COURSE


UE5: RETRO OFFICE PROJECT


LEARN THE PREPRODUCTION PROCESS


ABOUT WoLD & ALEXG

About World of Level Design

My name is AlexG. I am self-taught level designer, game environment artist and the creator of World of Level Design.com. I've learned everything I know from personal experimentation and decades of being around various online communities of fellow environment artist and level designers. On World of Level Design you will find tutorials to make you become the best level designer and game environment artist.

Read More »


Home Terms of Use/Trademarks/Disclaimers Privacy Policy Donate About Contact

All content on this website is copyrighted ©2008-2024 World of Level Design LLC. All rights reserved.
Duplication and distribution is illegal and strictly prohibited.

World of Level Design LLC is an independent company. World of Level Design website, its tutorials and products are not endorsed, sponsored or approved by any mentioned companies on this website in any way. All content is based on my own personal experimentation, experience and opinion. World of Level Design™ and 11 Day Level Design™ are trademarks of AlexG.

Template powered by w3.css