Training & tools for Unreal Engine, Unity, Godot, XR, AI, and more! | Authorized UE5 Training Center | Led by @ibrews of @agilelens

NYC
Joined August 2026
To make digital humans feel alive, build a dedicated liveness layer combining micro-sway, an asymmetric rest face, and micro-expressions. #uetips
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Targeting Android XR in UE5? Set your minimum and target SDK to 32, NDK to 25.1.8937393, and JDK to 17. To get mixed reality working immediately on Galaxy XR, enable passthrough via OpenXR project settings, then package using Android_ASTC. #uetips
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visionOS custom-Metal CompositorServices scenes block built-in Simulator pinch simulation. To test without physical device round-trips: inject input over UDP to keep the Simulator focused while actions reach the app, and feed webcam MediaPipe hands. #uetips
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For weight-based mechanics, link item pickups directly to physics: expand collision radius and drop movement speed across 4 visual stages from sprint to waddle, triggering an 8-second escape countdown at the final stage. #uetips
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Tie gameplay meters to VFX: shift a Niagara trail from its base color to magenta in real time to create an intuitive visual countdown to character transformations as the meter climbs. #uetips
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I just had 45 minutes in Meta VR Glasses. I’m hopping into a podcast now but AMA and I’ll answer right after.
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Podcast idea: interviews focused on the key people who helped you out. The teacher who encouraged you. The uncle who gave you words to live by. The friend of a friend who connected you to a new opportunity. An acknowledgment that no one gets there alone. Call it Stepping Stones
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Need to reclaim disk space? You can safely delete rebuild artifacts like Intermediate, Binaries, DerivedDataCache, and cooked content without touching authored work: Content, Config, and the .uproject always survive. #uetips
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Need sharper reflections in VR or ArchViz? Increase r.SSR.Quality (default 3) to 4 for higher fidelity. Lower to 2 for a performance boost! #uetips
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Enable GPU skinning in UE5 via Project Settings > Engine > Rendering > Optimizations > Support Compute Skin Cache. Use r.SkinCache.Mode 1 (default) or r.SkinCache.RecomputeTangents 2 to control skinning behavior for better performance in VR/ArchViz. #uetips
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Catch procedural level bugs before a human ever touches a controller: run a headless autopilot self-test to automatically play through and validate your generated levels. #uetips
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Disable motion blur in XR/ArchViz to save GPU processing power. Its a heavy post-process effect that can significantly impact framerates. #uetips
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TAAU ghosting in VR or ArchViz? Increase r.TemporalAA.Quality to 2 for mobility-based anti-ghosting, or disable input filtering with 0 to reduce artifacts on static scenes. #uetips
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For VR or ArchViz, enable StaticSeparate in Virtual Shadow Maps: set r.Shadow.Virtual.Cache.StaticSeparate 1 to cache static objects separately from dynamic ones. This improves performance in static scenes while doubling memory cost. #uetips
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Need more FPS using Lumen in VR or ArchViz? Increase r.Lumen.ScreenProbeGather.DownsampleFactor. It controls probe density (default 16 or 32). Higher values (up to 64) boost GPU performance at the cost of slightly blurrier indirect lighting. #uetips
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Distance Field Collapse in UE5 simplifies complex geometry for real-time shadows. Enable it in Project Settings > Rendering > Distance Fields to improve performance while maintaining visual quality for VR/ArchViz scenes! #uetips
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Distance Field Collapse in UE5 simplifies complex geometry for real-time shadows. Enable it in Project Settings > Rendering > Distance Fields to improve performance while maintaining visual quality for VR/ArchViz scenes! #uetips
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Enable Eye Tracked Foveated Rendering in UE5: Go to Plugins > Meta XR > Mobile > Foveated Rendering and check "Support Eye Tracked Foveated Rendering". This reduces GPU load by rendering only the area your eyes focus on! #uetips
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Need to scale visuals across devices? Set r.MaterialQualityLevel (0:low, 1:high, 2:medium) to dynamically adjust material complexity and save GPU time! #uetips
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For VR or ArchViz, enable continuous page updates on Runtime Virtual Textures: set r.VT.MaxContinuousUpdatesPerFrame to reduce tile pop-in. #uetips
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