
The Checklist Every Game Studio Needs Before Porting
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Porting a game from Unreal Engine 3 (UE3) to Unreal Engine 5 (UE5) isn’t as simple as just flipping a switch. If anything, it’s more like remodeling an old house. You keep the elements that still work, but you tear out the outdated components and build something fresh and new. This is especially true when moving from UE3 to UE5, where the engine itself introduces a whole new set of tools, workflows, and features.
Having worked with many studios on similar transitions, we’ve learned that porting from UE3 to UE5 is less about migration and more about rebuilding. You’ll have to rethink how you handle rendering, VFX, and gameplay logic. But it’s absolutely worth it. UE5 offers powerful tools like Lumen for dynamic global illumination, Nanite for high-poly assets, and Niagara for much more complex VFX, for next-level VFX that weren’t possible in UE3.
To get even more insight into the process, we reached out to Michael B, our amazing Technical Director, who shared his expertise on the key aspects of this transition. His deep understanding of UE5 and our hands-on experience with porting made this article possible.
So in this article, we’ll walk you through some of the biggest challenges and opportunities you’ll face when porting from UE3 to UE5, with a focus on the technical aspects, asset handling, and preserving the visual effects (VFX) that make your game stand out. We’ll also give you insight into how we approach the process, helping you avoid common pitfalls along the way.
Before walking you through the specifics of asset preparation and VFX conversion, let's first look at some key differences between Unreal Engine 3 and Unreal Engine 5.
Area | Unreal Engine 3 (UDK) | Unreal Engine 5 |
---|---|---|
Scripting | UnrealScript | C++, Blueprints |
Rendering | Fixed pipeline, Lightmass | Lumen, Nanite, Physically Based Rendering |
Particle Systems | Cascade (Legacy) | Niagara (Advanced) |
Materials | Basic Shader Tree | Full PBR Workflow |
Physics | PhysX (Basic) | Chaos Physics |
Animation | AnimTree / AnimSet | Control Rig, IK Retargeter, Animation Blueprints |
The shift from UE3 to UE5 is about embracing a whole new world of capabilities, from vastly improved physics to more advanced rendering systems. It’s like upgrading from a simple toolkit to a powerful suite of high-tech equipment. Let’s break down the steps you’ll need to take to ensure a smooth porting process.
One of the most significant tasks when porting from UE3 to UE5 is asset preparation. Everything from static meshes to skeletal meshes and materials needs to be adjusted to meet UE5’s new standards. Here's how we approach asset conversion:
One of the biggest challenges when porting is converting the particle systems. UE3 used Cascade, while UE5 is using the much more advanced Niagara system. Unfortunately, there’s no direct exporter for Cascade emitters, so we manually recreate them.
UnrealScript was the scripting language in UE3, but it’s no longer supported in UE5. Instead, we rewrite the gameplay logic using Blueprints or C++, both of which offer much more control and flexibility.
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Let’s go over a few more aspects of the porting process that are just as important as the ones we’ve already discussed.
In UE3, cinematics were handled by Matinee, but in UE5, we now use Sequencer. Unfortunately, there’s no direct migration path between the two, so we need to export camera keyframes manually or reference them in Sequencer.
UE3 used PhysX for basic physics, but UE5 introduced Chaos Physics, which is much more powerful. This includes features like ragdoll physics, destructible objects, and vehicle support. We’ll need to manually convert UE3 physics assets to the new system, but with Chaos Physics, you can achieve far more realistic and immersive effects.
UE3 had SoundCues, but UE5 now uses MetaSounds, which provides more advanced spatialization and effects. We’ll recreate your sound cues using MetaSounds, ensuring that the audio in your game is up to date with the latest tech.
As we wrap up the porting process, there are a few final things to check off your list to make sure everything is running smoothly:
Blender or 3DS Max + ActorX | For exporting meshes and animations. |
FFmpeg | To capture video references for cinematics. |
Substance Painter | For retexturing old materials in PBR. |
Python | For automating asset imports and setup. |
Photoshop | For editing masks and maps. |
Porting a game from UE3 to UE5 can be a complex process, but it doesn’t have to be overwhelming. With the right team, like us at Devoted Studios, you’ll have the expertise to handle every step of the transition. We’re here to help you preserve your game’s integrity while taking advantage of everything UE5 has to offer.
If you're ready to bring your game into the future with UE5, get in touch with us today. We’re passionate about porting, and we’d love to help your game shine in the latest Unreal Engine. Let’s talk about how we can make this process as smooth and successful as possible for you!