Porting Unreal Engine 3 (UE3) to Unreal Engine 5 (UE5): What You Need to Know

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 You keep the elements that still work, but you tear out the outdated components and build something fresh and new.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.

 

Key Differences Between UE3 and UE5

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.

 

Preparing Assets for UE5

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:

 

Static and Skeletal Meshes

  • Export UE3 meshes as .FBX files using the UDK Content Browser or 3DS Max/Maya with the ActorX plugin.
  • Clean Up Geometry: UE3 models may have issues with tangents, normals, and pivots, so be prepared for some geometry cleanup.
  • Re-import into UE5, ensuring Nanite support is enabled for static meshes to fully utilize UE5's high-poly asset handling.

 

Materials

  • Rebuild Materials: In UE3, materials used basic shading models (diffuse, specular). In UE5, you’ll need to switch to the full Physically Based Rendering (PBR) workflow, including Base Color, Metallic, Roughness, and Normal.
  • Reuse Masks: If you used masks like RGB packed textures in UE3, you can still reuse them for Roughness, Metallic, and Ambient Occlusion (AO) in UE5.

 

 

VFX Conversion: Cascade to Niagara

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.

#Step 1: Export UE3 Cascade Emitters

  • Reference Key Parameters: This includes spawn rate, lifetime, size over time, materials, particle types (CPU/GPU), and events.

#Step 2: Rebuild in Niagara

  • Niagara Features: Niagara supports ribbon, mesh, and sprite particles, CPU/GPU simulations, and complex logic via scripting. It gives us the flexibility to rework and improve the VFX from the original UE3 system.

 

Gameplay Logic Conversion: Moving from UnrealScript to Blueprints and C++

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.

CANYON ENVIRONMENT CINEMATIC - FREDERICO SOUZA | UNREAL ENGINE  5

We recommend:

  • Use Kismet Logic as a Reference: Kismet was UE3’s visual scripting system, and now Blueprints serve a similar role in UE5.
  • Modularize Gameplay Code: Break the gameplay logic into smaller, reusable modules to streamline development and improve performance.
  • Automate with Python: UE5 supports Python automation, allowing us to batch import assets, set up structures, and speed up the porting process.

 

Other Important Considerations

Let’s go over a few more aspects of the porting process that are just as important as the ones we’ve already discussed.

 

Cinematics & Camera Systems

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.

 

Physics

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.

 

Audio

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.

 

The Final Checklist: What You Should Do Before Launch

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:

  • Export all geometry, animations, and effects from UE3.
  • Rebuild materials using the PBR workflow.
  • Recreate VFX using Niagara.
  • Rewrite gameplay logic in Blueprints/C++.
  • Replace cinematics with Sequencer.
  • Replace physics with Chaos-based setups.
  • Use Lumen for lighting and disable baked lights.
  • Perform QA testing to ensure the visuals, performance, and gameplay are up to standard.

UE5 | Hand Energy FX in Unreal Engine 5.2 Niagara Tutorial - CGHOW | Ashif  Ali

 

Tools We Use to Help Us Along the Way

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.

 

Our Tips for a Successful Porting Process

  • Reuse textures and animations whenever possible to save time and effort.
  • Don’t just do a 1:1 port. Use this opportunity to enhance visuals, gameplay, and fidelity.
  • Nanite is perfect for static meshes, especially in large environments.
  • Use retargeting for animations to make the most out of old and new skeletons.

 

Porting Doesn’t Have to Be Complicated – Here’s How Devoted Studios Makes It Easy

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!

 

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