Built entirely with optimized Blueprints, this interactive 3D book system transforms a familiar prop into a polished in-game showcase. Unlike many game-book assets that simply rotate pre-modelled pages, our book features a realistic page-flip mechanism: you can flip through 200+ pages smoothly, with dynamic stacking (each turn adds the page’s thickness to the opposite stack) so the spine and page block evolve naturally. The system is semi-procedural: the book model is real (not generated at runtime), while the page count is flexible and adapts automatically to your needs. Tested for as few as 50 pages to as many as 400.
Key Features:
Smooth, Realistic Page Flips: Procedural handling for hundreds of pages ensures flawless page-by-page turns. Each flipped page adds thickness to the stack, so the book’s spine and page block update in real time.
Fully Interactive Pages: Each page is rendered from a UMG widget component, enabling dynamic content (text, images, video, interactive widgets or even mini-games) on every page. You can script page navigation (flip one page or jump to any page) with natural edge splitting.
Optimized Blueprint Design: No heavy Tick logic – everything is done in Blueprints with performance in mind. The system uses optimized geometry and code to run smoothly even in large projects.
Highly Customizable: Easily swap covers and page designs to repurpose the book as a magazine, product catalog, wizard’s tome, or any interactive volume. Create custom page-edge textures or player hints on the page stack side.
Easy Setup & Support: Simply drop the BP_BookSpawner actor into your scene, configure your pages/UI, and you’re ready to go. The package includes a demo level, example UI widgets, and two opening animations (book standing up and book lying flat) to get started quickly.
Included: Blueprint assets (Unreal Engine), documentation, demo content, and animations.
Awesome i look forward to the full vid but that looks great!! This may seem like a dumb question but if my book is less pages does the thickness of the book change aswell?
Good question, and sadly, no. I tried everything to make a variable thickness, but it always failed (many things are dependant to each other), so the thickness will stay the same. So yes, it may break an illusion with an extremely low page count. For now, for a low page count, I can recommend keeping “reserved” pages, for example, you are trying to make a game where you are building something (say a car), and right now in your project, you have only 3 parts of your object, you can make an engine page 4 to 11, body from 50 to 53 and wheels are from 130 to 143. Since you are controlling what pages can be shown, your player will not see any missing pages, and at the same time, the player will know that you may populate these pages with new content sometime in the future
I was wondering if this can be used as an object that can have physics so it can be, drag, thrown around, and dropped and causing it to open up and page turned naturally, or even have the pages react to the wind.
If in your files you have a problem switching between montages, and you are unable to update the project (update should be available soon) in BP_Book, you should add “Set Animation” after Begin Play
For every new user, the update should be in a project as soon as Epic lets it out
For optimization, pages don’t exist as polygonal meshes (imagine 200+ real, dense, physical meshes), the book calculates the correct page before flip, so in short, there are only 3 pages present (left side, right side and a flipping one). For the effect you are seeking, you can remove the page stack (pages are not embedded in a cover) and change them to ones you wish to have as an effect (particles, physics object etc)
Hello @Koppel,
that’s some great work you put together here. I would really like to get this Book and page- flipping system! Unfortunately i’m using UE 5.0.3 which is not listed on format list. Do you plan on adding a 5.0 version for this system or is it not possible because of the way UE 5.0 works?
Unfortunately, UE5.0 is unsupported and probably will be unsupported in the future.
For me personally, this engine version works from time to time. I decided not to make this book for this version, as many people I met had exactly the same issues as I had. I did not compare the features list, but I did not use any extraordinary engine features, so there should not be a huge problem to do a backward conversion. However, I still have issues with this engine version, so I need to find a way around these problems and check if this product would work for everybody.
I would love to make the product for UE4.x , but this means starting almost from scratch, and I fear some features may be unavailable, and I would certainly need to make my custom solutions.
@Koppel This is such an excellent asset. I have everything working just fine within my project. I was curious about one thing however. I noticed that on the openInside function, connected there is FirstBook And SecondBook. I am not sure I understand. Is FirstBook the covers and SecondBook the internal pages? Can you clarify?
The book works like this:
We have 2 copies of the book present in the scene. But one book is hidden, and another one is visible. The hidden book is opened to the possible next page. When you perform a page flip, the Bp_BookSpawner check the page position and what book is currently visible, if there is a need in showing “Next Page”, books switch places. This way, it is possible to do a seamless page flipping.
This is the reason in the documentation I recommend NOT to use the book root bone for transform and use Set New Transform, which will transform both books.
The reason I went this route instead of skeletal animation flip is that UE calculates skeletal mesh outside the flow (skeletal meshes live in their own domain), and there will be a lot of side glitches and visual problems, such as: animation for one tick can jump to a default state, animations can cast ghost shadows, UE can calculate temporal antialiasing wrong, making a ghosting effect… in short there are so many problems with shading can occur
Oh man this makes so much sense now. I work in VFX for Film and TV and “Visibility Swap” is one of our most used and reliable tricks. Thanks so much for the insight!!!