Remember the unofficial port of STALKER in Unreal Engine 5 we shared a while back? Well, from the looks of it, there is another similar project. Developed by RedProjects, this new STALKER in Unreal Engine 5 project looks ambitious, and there is a build that you can download right now.
This new UE5 project will support the entire STALKER trilogy. As such, once it’s complete, you’ll be able to play Shadow of Chernobyl, Clear Sky, and Call of Pripyat.
It’s also worth noting that this isn’t a simple port of STALKER in Unreal Engine 5. Instead, RedProjects describes it as a hybrid. All internal processes, NPC behavior logic, shooting, quests, and A-Life are from the original X-Ray engine. However, the graphical part has been replaced with Unreal Engine 5.
In this public release of this project, the entire Zone from Shadow of Chernobyl is fully functional. The level logic, quests, firefights, and A-Life simulation work flawlessly. However, there are some minor bugs. For example, due to an unfinished attachment system, the flashlight remains in Sidorovich’s bunker and does not follow the player. And while the weapons and the player’s hands are not displayed, shooting and interaction are fully functional.
You can download this new STALKER in Unreal Engine 5 project from here. I’ve also included below some screenshots from it. These screenshots will give you an idea of what you can expect from it. As this project uses the default game assets, you should not expect miracles. Nevertheless, you’ll immediately notice the more advanced lighting system, courtesy of UE5.
In short, while this project does not look as impressive as this fan remake of S.T.A.L.K.E.R. in Unreal Engine 5, it appears to be better than its RTX Remix.
Enjoy!

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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> Well, from the looks of it, there is another similar project. Developed by RedProjects
it’s not similar it’s the same project
Looks ambitious = oh look another tech demo
How it can be tech demo if game fully playable from start to finish?
Wrapping a game up with UE5 is never a bad idea and really appreciated. After all, one can quickly achieve such progress of almost fully playable as UE supports asset and script importing from basically any engine!
(Same as what GTA Definitive edition did)
So it can be cool..
BUT the support they will have to do is almost endless, Because animations are working differently.
(Remember broken CJ on the SA Definitive? Yeah)
Still.. better than all those tech demos you’ll never get to play
So how does it work?
A lot better as It’s a new system that can only work using C++ or blueprint. I’ve only done that 2-3 times during my degree with basic 2D physics and I remember I couldn’t import any physics scripts from older games and had to basically : do it by myself OR import a UE physics scripts obviously. What I’m saying is – if things haven’t progressed ever since with Unreal – devs gotta build the physics from scratch.
Grove street games for exmaple, didn’t do it so good.
I think post import optimization is important which most developers don’t do or are not provided budget or time in case of grove street games !
Ty, ty..
Flat and shallow. That’s how I see this shït.
“Muh UE5 makes everything better”
Fück off
i tried it last month, it working nice, the only problem is that it’s not compatible with mods like vegetation mods, textures etc so original moded, look better than UE5 version unmoded