EVERYTHING NEW IN UNREAL ENGINE 5.4

Smart Poly
21 Mar 202418:01

Summary

TLDRエピックゲームズは、 Unreal Engine 5.4の新しい機能をGDCのState of Unrealで発表し、プレビューバージョンと公開ロードマップもリリースしました。新機能には、Nanite Runtime Tessellationやmotion warpingのサポート、新しいアニメーションシステム、モジュラー制御リグビルダー、そして新たにPCGの更新などが含まれます。また、Epicは、メタヒューマンリグにも対応する500以上のAAA品質のアニメーションが含まれる無料テンプレートを提供しています。これらの更新により、ゲーム制作において外部のDCCプログラムを使用する必要がなく、Unreal Engineだけでアニメーションを作成できるようになりました。

Takeaways

  • 🚀 Unreal Engine 5.4が発表され、GDCのState of Unrealで新しい機能が紹介されました。
  • 🌟 Nanite Runtime Tessellationが導入され、動的な詳細な環境を作成することが可能となりました。
  • 🎮 モーションワープをサポートする新しいゲームキャラクターアニメーションシステムが含まれています。
  • 🏃‍♂️ 新しいシンプルなリターゲットシステムが標準のスケルトンタイプにネイティブサポートを提供します。
  • 🔧 モジュラーControl Rig Builderが追加され、キャラクターのコントロールリグを簡単に作成できます。
  • 📈 シェーダーコンパイル時間が30%高速化される更新が含まれています。
  • 🌐 PCGの更新が含まれ、新しいノードやPCGバイオームコアプラグインが追加されています。
  • 🎨 モーショングラフィックには新しいモードが追加され、UIや入力が向上しています。
  • 🔄 既存のサバイバルゲームコースをUnreal Engine 5.4でリマスターする予定です。
  • 🌈 モーションマッチングと呼ばれる新しいアニメーションシステムが導入され、よりスムーズな動きを実現します。
  • 🎭 仮想探査ツールセットが新たに追加され、VRでのシーンの表示や注釈、編集が可能です。

Q & A

  • Unreal Engine 5.4の新しい機能の一つに Nanite Runtime Tessellationは何ですか?

    -Nanite Runtime Tessellationは、完全に動的な詳細な環境を作成できるようにする技術です。これは以前は不可能でした。

  • Unreal Engine 5.4で新たにサポートされるアニメーションシステムは何ですか?

    -Unreal Engine 5.4では、モーションワーピングと新しいゲームキャラクターアニメーションシステムがサポートされています。これは新しいゲームキャラクター用アニメーションシステムで、500以上の無料の最高クラスのモーションキャプチャアニメーションが含まれています。

  • 新しいリターゲティングシステムについてどういいますか?

    -新しいリターゲティングシステムは、Unreal Engine 5.4で完全に改訂されています。これにより、一般的なスケルトンタイプ(Mixamo、MotionBuilder、Xsense、MoveAIなど)に対するネイティブサポートが含まれています。

  • Unreal Engine 5.4で導入された新しいコントロールリグビルダーは何ですか?

    -新しいモジュラーコントロールリグビルダーは、数クリックでキャラクターのためのコントロールリグを作成できるようにするツールです。

  • Unreal Engine 5.4のレンダリングパフォーマンスに関連する更新は何ですか?

    -Unreal Engine 5.4では、シェーダーコンパイル時間が30%早くなることなど、多くのレンダリングパフォーマンスの更新が行われています。

  • Unreal Engine 5.4のPCG(プロシージャルコンテンツ生成)システムにどのような更新が含まれていますか?

    -PCGシステムには新しいノードや新しいPCGバイオームコアプラグインが含まれており、オープンワールドマップの異なるバイオームを作成できます。

  • Unreal Engine 5.4で新たに導入されたモーショングラフィックモードには何が含まれていますか?

    -新しいモーショングラフィックモードには、2Dキャンバス、エントリーヒエラルキーの改良、3D形状、クローン、エフェクター、修正器、アニメーターなどが含まれており、モーショングラフィックデザイナー向けの特別なツールが豊富です。

  • Unreal Engine 5.4で発表された新しいエディターのスケール調整機能は何ですか?

    -エディターのスケール調整機能は、エディターのユーザーインターフェース全体のスケーリングとアクセシビリティを向上させるために導入されました。

  • Unreal Engine 5.4のオープンワールドに関連する更新は何ですか?

    -オープンワールドには、大きなワールド座標システム、新しい実験的なサブワールドパーティション、そしてNanite景観システムの自動非同期ビルドなど、多くの更新が含まれています。

  • Unreal Engine 5.4で新たに導入されたメタサウンドはどのようなものですか?

    -メタサウンドは、Unreal Engine 5.0で導入されたもので、5.4では本格的に生産準備が整いました。これにより、多くの新機能や改善が計画されています。

  • Unreal Engine 5.4で新たにサポートされるプラットフォーム技術は何ですか?

    -Unreal Engine 5.4では、Apple Pro Displayの実験的なサポートやモバイルでのLumenのサポートなど、いくつかの新しいプラットフォーム技術がサポートされています。

Outlines

00:00

🚀 新機能の紹介: Unreal Engine 5.4

Unreal Engine 5.4の新しい機能が発表され、パフォーマンス向上やアニメーションシステムの強化が含まれています。Nanite Runtime Tessellationやmotion warpingのサポート、新しいアニメーションリターゲットシステム、PCGの更新などが含まれ、ゲーム制作においての可能性が広がります。また、Unreal Engine 5.4に対応したゲームコースのリマスターも進行中です。

05:01

🎨 レンダリングとアニメーションの向上

Unreal Engine 5.4では、レンダリングとアニメーションの面で大幅な更新が行われています。Nanite tessellationによりリアルな環境が創造可能となり、モーションワープリングシステムの導入により、キャラクターの動きがよりスムーズになります。また、新しいモジュール化されたコントロールリグシステムも紹介されています。

10:01

🛠️ 開発者向けの更新とPCGの強化

Unreal Engine 5.4では、開発者向けの更新も多数行われています。PCGシステムの更新、新しいノードとオペレーターの導入、そして新しいBiomeコアプラグインの導入が含まれます。これにより、より高度な世界構築が可能となり、生産性の向上が期待できます。

15:04

🎮 プラットフォーム更新とネットワーク物理のサポート

Unreal Engine 5.4では、Apple Vision ProのサポートやモバイルでのLumenのサポートなど、プラットフォーム更新が行われています。また、ネットワーク物理のサポートが追加され、マルチプレイヤー環境での物理挙動の正確さが向上します。これにより、様々なプラットフォームでより高品質なゲーム体験が可能になります。

Mindmap

Keywords

💡Unreal Engine 5.4

Unreal Engine 5.4は、Epic Gamesが開発したゲームエンジンの新しいバージョンです。このバージョンでは、新しいアニメーションシステム、レンダリング技術、およびオープンワールドの機能が追加されています。このアップデートにより、より高度なグラフィックやよりスムーズなアニメーション、そしてより大きなオープンワールドの作成が可能になります。

💡Nanite Runtime Tessellation

Nanite Runtime Tessellationは、Unreal Engine 5.4で新たに導入された技術で、ランタイム中にメッシュを変更することができます。これは、ディスプレイマップや手続き材料を使用して、リアルタイムで詳細な環境を追加することができることを意味します。

💡Motion Warping

Motion Warpingは、ゲームキャラクターのアニメーションシステムで使用される技術で、キャラクターの動きをよりスムーズかつ自然に見せることができます。このシステムは、キャラクターの現在のポーズに基づいて最適なアニメーションを選択し、動きを滑らかにつなげることができます。

💡Animation Retargeting System

Animation Retargeting Systemは、Unreal Engine 5.4で新たに改良された機能で、異なるスケルトンタイプのアニメーションを簡単に再ターゲットすることができます。これにより、MixamoやMotionBuilderなどの一般的なスケルトンタイプに対して、アニメーションを迅速に適用することが可能になります。

💡Modular Control Rig Builder

Modular Control Rig Builderは、Unreal Engine 5.4で新たに導入されたツールで、キャラクターのコントロールリグを簡単に作成することができます。これは、ドラッグアンドドロップするだけで、キャラクターのコントロールリグを構築し、アニメーションの作成を簡素化します。

💡PCG (Procedural Content Generation)

PCGは、手続き内容生成の略で、コンピュータプログラムを使用してコンテンツを自動的に生成する技術です。Unreal Engine 5.4では、PCGシステムが更新され、新しいノードやオペレーターが追加されています。これにより、オープンワールドのマップの作成や、より複雑なバイオームの生成が可能になります。

💡Motion Graphics

Motion Graphicsは、動きのあるグラフィックデザインのことを指します。Unreal Engine 5.4では、モーショングラフィックの制作に特化した新しいモードが導入され、モーショングラフィックデザイナー向けの特別なツールが提供されています。

💡Virtual Production

Virtual Productionは、映画やテレビ制作において、仮想環境を使用して実際の現場を再現する技術です。Unreal Engine 5.4では、仮想プロダクションの分野にもいくつかの更新が加えられており、新しい実験的なツールセットが導入されています。

💡Lumen

Lumenは、Unreal Engine 5.4で導入された新しいレンダリング技術で、リアルタイムのグローバルイルランスを可能にします。これにより、シーンのライトがどのように動いても、影は即座に反応し、よりリアルな照明効果が得られます。

💡Chaos Cloth Panel Editor

Chaos Cloth Panel Editorは、Unreal Engine 5.3で導入されたclothシミュレーションエディターで、布や布のような素材の挙動をリアルに表現することができます。このエディターは、5.4バージョンでも更新され、より高度な機能が追加されています。

💡NavMesh Generation

NavMesh Generationは、ゲームのAIが動線を探索するためのメッシュを生成するプロセスです。Unreal Engine 5.4では、より大きなオープンワールドに対応するためのNavMeshの最適化が行われ、AIの数が増加してもボトルネックにならないように最適化されています。

Highlights

Epic Games revealed new features for Unreal Engine 5.4 at GDC.

Unreal Engine 5.4 preview version and public roadmap were released.

Nanite Runtime Tessellation allows for fully dynamic and realistic detailed environments.

Support for motion warping introduces a new game character animation system.

A free template with over 500 triple-A motion capture animations is included.

A new simplified retargeting system with native support for industry standard skeleton types.

Modular Control Rig Builder for quick character control rig creation.

Rendering performance updates, including 30% faster shader compilation time.

PCG updates with new nodes and a biome core plugin for open world maps.

Complete motion graphics mode and viewport inside Unreal Engine.

Updates for animation, including motion matching and new animation authoring tools.

New animation retargeting system with native support for common skeleton types.

Nanite tessellation enables ultra-realistic environments with runtime support.

Realistic smoke volume and heterogeneous volume updates.

Performance updates including faster lumen, shadows, and ray tracing.

Lumen and ray tracing features now supported on Linux with Vulkan.

Large world coordinates updates for increased world size and improved rendering.

New experimental sub world partitions and Nanite landscape system updates.

PCG system receives new nodes, operators, and a biome core plugin.

Unreal Engine Cloud DCC solution for team collaboration.

Motion graphics updates with a new mode and tools for designers.

Audio updates with Meta Sounds now considered production ready.

Platform updates including experimental Apple Vision Pro support and lumen on mobile.

New modeling, UV, and texturing tools introduced.

Unreal Engine framework updates with large world coordinates network support.

Simulation and VFX updates with the Chaos Cloth panel editor and network physics support.

In-editor updates including UI scaling and new virtual scouting tool set.

Depth of field and other virtual production updates.

Transcripts

play00:00

Hello guys, welcome back to another video.

play00:01

Yesterday, Epic Games just revealed everything new coming to Unreal Engine 5.

play00:06

4 at GDC during the State of Unreal.

play00:08

They also released the preview version of Unreal Engine 5.

play00:11

4, as well as the public roadmap.

play00:13

And so in this video, we will be covering everything new coming to Unreal Engine 5.

play00:18

4.

play00:18

There's tons of new features coming in 5.

play00:20

4.

play00:20

Things like Nanite Runtime Tessellation, which allows for fully dynamic, So,

play00:24

And realistic detailed environments, which was not possible before.

play00:28

We have things like support for motion warping, which is a new game character

play00:31

animation system, and it includes a free template with over 500 free

play00:35

triple a motion capture animations.

play00:38

We have a brand new simplified retargeting system that has native support.

play00:42

for most industry standard skeleton types, including Mixamo, MotionBuilder,

play00:45

Extents, MoveAI, and much more.

play00:48

We have things like a new modular Control Rig Builder that allows you to quickly

play00:52

create a control rig for your character with just a couple of clicks, as well as

play00:56

some new rendering performance options.

play00:57

Updates that allow for 30 percent faster shader compilation time.

play01:01

There are loads of PCG updates, including new nodes and a new PCG

play01:04

biome core plugin allow for different biomes in an open world map.

play01:09

There are many more updates to things like motion graphics, including a complete.

play01:13

Motion graphics mode and viewport inside of Unreal Engine and so much more.

play01:17

Now, a quick side note, if you guys are interested in creating games inside

play01:21

of Unreal Engine five, I'm actually working on a remaster of my Survival

play01:25

game course inside of Un Religion 5.4.

play01:28

I'm gonna be remastering the entire course and adding new things like.

play01:31

Controller support, things like first person and third person mode, and

play01:35

also a lot of new features like common UI and enhanced input, and the game

play01:39

will even have support for playing in single player or multiplayer, whether

play01:42

that be a listen or dedicated server.

play01:44

So basically this remaster will be free if you already have

play01:48

purchase my survival game course.

play01:50

So if you haven't picked up the course yet, I highly recommend you

play01:53

do as I will be releasing the 5.

play01:55

4 remaster sometime after the official release of unreligion 5.

play01:59

4 and with all that out of the way, let's get right into the video.

play02:03

So the first of many big announcements coming to unreligion 5.

play02:07

4 are the new additions to the animation side of the engine.

play02:10

First, we have motion matching, which is production ready and unreligion 5.

play02:13

4.

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Motion matching is a powerful way to animate characters in games.

play02:18

Instead of using things like handcrafted state machines, which are what most

play02:22

games currently use, motion matching uses a database of animations and

play02:27

selects the best animation to play based on the current pose of the

play02:30

character and uses things like motion.

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Pose warping algorithms to fill in the gaps.

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You can use it for very smooth locomotion like what you see here

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and it scales very well with any type of data set that you feed into it.

play02:42

Motion warping can additionally be used for interaction with world objects.

play02:46

So as you see here, it can be used for things like climbing.

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Jumping, falling, and it creates very smooth and believable movement that you

play02:53

wouldn't otherwise be able to achieve with just simple animation states.

play02:57

Along with the motion warping system coming in Unreal Engine 5.

play03:01

4, Epic is releasing a free sample project That includes over 500 plus AAA

play03:07

animations created from motion captured data in this motion warping template.

play03:12

And it'll also be compatible with the metahuman rig.

play03:15

So this is a completely free template that you can use for your games to

play03:19

get started using motion warping.

play03:21

Next up, there are many new updates coming to animation and Unreal Engine 5.

play03:25

4.

play03:26

We have new animation authoring tools like these new movement

play03:29

gizmos, constraints, and much more.

play03:31

But more importantly, They are introducing a brand new modular control rig framework

play03:36

that will help you create a control rig for any type of character in engine.

play03:40

It looks as simple as dragging and dropping presetted control rigs

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and watching the magic happen.

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And from the GDC talk, it sounds like they are really pushing forward in

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engine animation as the forefront.

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For creating animations, and they are really trying to make

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it so you don't have to use any external DCC program to animate.

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All you need basically is Unreal Engine.

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Another huge update coming to the animation side of Unreal Engine 5.

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4, which wasn't really announced or revealed anywhere other than the roadmap,

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is a new animation retargeting system.

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Yes, retargeting is getting a complete rehaul in Unreal Engine 5.

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4, and it is absolutely incredible.

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With the new retargeting system in Unreal Engine 5.

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4, there is now native support for retargeting with the most

play04:26

common skeleton types, so this includes Mixamo, MotionBuilder,

play04:29

Xsense, MoveAI, and much more.

play04:32

So all you have to do now is Import the skeleton, all of the animations that

play04:36

you want to retarget, select your target animation, in my case I want the UE4

play04:40

or UE5 mannequin, and click retarget.

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It's all built in supported, so you don't have to mess around with creating things

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like the complex IK rigs or retargeters, it basically just works out of the box

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because they added that native support for most of Industry standard skeleton types.

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So this is just a huge quality of life update because now you can very

play05:00

quickly get animations retargeted for your custom character without

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having to spend half an hour or more creating the IK rigs and messing

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around with the IK retargeter system.

play05:10

Now, as for rendering, there are some huge updates coming to Unreal Engine 5.

play05:14

4 on the rendering side of the engine.

play05:16

Including some big performance improvements.

play05:19

The first big new future is nanite tessellation, which is

play05:22

a newer experimental feature introduced in Unreal Engine 5.

play05:24

4, which allows nanite meshes to be modified at runtime using a

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displacement map or procedural material.

play05:31

They showcase this on their new Marvel game that uses this

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nanite displacement technology.

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And as you can see here, they use this displacement to layer

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on detail on the simple road.

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So they add things like brick, snow and mud and the nanite tessellation

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also has a runtime support.

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So you can add things like tire tracks and even footprints

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on the ground during runtime.

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And as you can see here, the Nanite view just shows you how extremely

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detailed and dense the geometry is.

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To allow for ultra realistic environments, which was not feasible before.

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Another future of Nanite tessellation that they showcase is adding things

play06:06

like snow to all the props in the world.

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So you can see that the Nanite displacement allows for actual geometry

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on top of these meshes, which adds this realistic snow buildup to the environment.

play06:16

To any of the actors in the world.

play06:18

Another new feature that was showcased was this realistic smoke volume.

play06:21

This is a heterogeneous volume, and this was a new experimental

play06:25

feature that was actually introduced in the engine back in 5.

play06:28

3, which allows for support of creating these volumes and external DCC programs.

play06:33

And importing them into the engine.

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Now, a new feature in 5.

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4 is that these heterogeneous volumes or the smoke itself can cast its own shadow.

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So you can change the lighting in real time and see the smoke dynamically

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react to the lighting in the scene.

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Now, if you didn't already have a big reason to update to Unreal Engine 5.

play06:52

4, there are massive performance updates coming to the rendering system in 5.

play06:56

4, including faster lumen, shadows, and ray tracing.

play07:00

In Unreal Engine 5.

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4, they made major refactoring.

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To the rendering systems in the engine and they tested the city

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sample demo and compared the render thread and the performance

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is roughly two times faster in 5.

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4 as compared to unreligion 5.

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0 another huge performance update to the rendering system in unreligion 5.

play07:20

4 is the optimization of shader cook time.

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I think a lot of us are familiar with the compiling shaders while in 5.

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4, there has been a significant overall in how shader compilation work is executed

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with both increases to paralyzation and reduction in redundant work.

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So the results of this optimization effort are approximately a 30 percent

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fewer shaders being compiled and all of these factors result in a significant.

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Improvement in project cook times among other rendering updates

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that were not showcased in GDC 5.

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4 marks a experimental release of Vulkan ray tracing features in parity

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with DirectX 12 on the Linux platform So this will allow for things like

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the full suite of ray tracing features to be used in Including a lumen and

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path tracing world building and open worlds are also receiving their fair

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share of updates and non religion 5.

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4, including a large world coordinates on the GPU.

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So large world coordinates in UE5 introduced support for double

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precision transforms and data types, allowing from the maximum world

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size to increase from 21 kilometers.

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To over 88 million kilometers.

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Large world coordinate rendering supports on the GPU was based on a tiled

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representation, which has its own number of limitations, including imprecision

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and jittering near tile boundaries.

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Large world coordinate rendering is undergoing a refactors to support full

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double precision representation on the GPU, which will allow for large worlds

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to be rendered more reliably when the camera is far away from the origin.

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Also in terms of large worlds, we also have a new format.

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5.

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4 experimental sub world partitions, which provides the possibility to have

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multiple sub world partitions within a level enabled through code or blueprint.

play09:00

We also have more updates to the Nanite landscape system, including a Nanite

play09:05

landscape automatic asynchronous build.

play09:07

So in previous versions, they announced Nanite landscape support.

play09:11

Where you can build a nanite mesh for your landscape.

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Now in 5.

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4, they added a async build support so that you can essentially

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sculpt your landscape, deform it.

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And in the background, it will automatically and asynchronously

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process the nanite tiles.

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While keeping the editor responsive and provide up to date

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landscape nanite data on the fly.

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PCG or the procedural content generation system is also

play09:34

receiving tons of new updates in 5.

play09:37

4.

play09:37

There are loads of new nodes and operators that are being introduced

play09:40

into the PCG graph, but the most notable of PCG updates are the new

play09:45

experimental biome core plugin.

play09:47

So the new PCG biome core plugin is a data driven biome generator built

play09:52

entirely using the PCG framework.

play09:54

It showcases the latest improvements and serves as an advanced example of

play09:58

world building tool for productions.

play10:01

The biome core is a fixed pipeline using asset and biome definitions

play10:05

while designed to be very flexible and dividing key components such as

play10:08

sampling, transforms, and filtering into separate problem spaces.

play10:12

Each of these can be completely customized to any project constraints

play10:16

or needs for using the PCG framework.

play10:19

Next up for developer iteration, there have been a couple of new

play10:22

updates introduced in Unreal Engine 4.

play10:24

5.

play10:24

4 things like a unreal engine cloud DCC solution.

play10:28

I explained these in a previous video, but basically it seems like these are a

play10:32

cloud based solution for sharing things like cooked data between team members.

play10:36

This also includes things like authentication and a price

play10:39

login and much more features.

play10:41

But this is more or less like a cloud solution for large teams or companies.

play10:45

So if you are interested in these particular features, I won't

play10:47

explain them all in this video, I recommend you check them all out by

play10:51

reading them on the public roadmap.

play10:52

I'll link it in the description below.

play10:54

Next up, we are receiving lots of new updates for motion

play10:57

graphics in unreligion five.

play10:59

So if you're using unreligion five or creating things like motion graphics.

play11:02

Unreal Engine 5.

play11:03

4 has a huge update for motion graphics, including a brand

play11:07

new motion graphics mode.

play11:09

So this new motion graphics mode is equipped with specialized tools for motion

play11:13

graphics designers, and includes things like a 2D canvas with enhanced world

play11:17

outliner featuring intuitive hierarchies.

play11:19

The motion graphics mode provides a comprehensive suite, including 3D shapes,

play11:24

Cloners, effectors, modifiers, animators, and features for non literary animations.

play11:29

This dedicated mode is engineered to elevate the motion graphics design

play11:33

experience, offering a robust and user friendly platform for designers to

play11:37

bring their creative visions to life.

play11:39

There are a lot more other motion graphics updates coming in 5.

play11:43

4.

play11:43

Some other noteworthy features are things like SVG importer.

play11:47

And if you are into the motion graphics side, I highly recommend

play11:50

you check out all of these.

play11:50

All of the list of updates on the public roadmap link in the description below.

play11:54

Next up we have audio.

play11:56

Audio is receiving its fair share of updates in unreligion 5.

play11:59

4.

play11:59

Meta sounds, which was introduced in 5.

play12:02

0 is now considered production ready in 5.

play12:04

4.

play12:05

Although meta sounds are still under heavy development with many new

play12:08

features and improvements planned that have been shipped on all titles from

play12:12

Epic games, many of which were built from the beginning on meta sounds.

play12:16

And they have made a number of performance and memory improvements to achieve this.

play12:20

And plan on doing many more now as for platform updates.

play12:24

Now there are a few notable platform updates coming in Unreal Engine 5.

play12:27

4, including a experimental Apple vision pro support.

play12:31

So they expect to ship experimental support for the Apple vision

play12:34

pros, full immersion style in 5.

play12:37

4.

play12:37

And with this initial implementation, Unreal Engine supports to stereo rendering

play12:41

through metal and camera transform given by the head mounted display pose.

play12:45

Another experimental platform update is.

play12:48

The support for lumen on mobile.

play12:50

So this is a pretty interesting platform update because we are now

play12:54

seeing the support for some of these new on religion of futures that were

play12:57

previously limited to PC only, but are now receiving support for other

play13:01

platforms like mobile and religion 5.

play13:04

4 also ships with loads of new modeling tools, UV tools,

play13:07

and now even texturing tools.

play13:09

So on 5.

play13:10

4, there are new experimental texturing tools.

play13:12

Essentially it's like a texture graph editor that uses a node based system.

play13:16

There's not a whole lot of information on this on the roadmap, but it appears

play13:20

to be some sort of way that you can create textures for your models in

play13:24

engine using some base color material nodes and different adjustment

play13:28

layers, filters, and blending.

play13:30

So I really think unreal engine is just coming full circle at this point

play13:34

because they've introduced things like modeling tools where you can model in

play13:37

engine to have added UV unwrapping tools.

play13:40

So you can unwrap the model.

play13:41

And now they're introducing these new experimental texturing tools.

play13:44

So you can have the ability to texture that model in engine.

play13:47

So this will just be an interesting future to keep your eye on and see where

play13:50

it goes in the next couple of updates.

play13:53

In terms of Unreal Engine framework, there are a few notable engine updates in.

play13:56

5.

play13:56

4, including a large world coordinates network support.

play14:00

So this one stood out to me in particular, I'm interested in working

play14:03

on a large open worlds and the large world coordinates is now officially

play14:06

supported by unreal engines network technology, which allows you to create

play14:10

large worlds in a multiplayer environment.

play14:13

Without having to worry about hitting networking related limitations.

play14:17

Another notable update is the nav mesh generation for large worlds.

play14:21

So while they were shipping Lego fortnight, they had to optimize many

play14:24

different systems inside of their navigation tools to have better

play14:27

support for larger and dynamic worlds.

play14:29

So one of these systems is the NavMesh generation and they optimized

play14:33

it to have it become less of a bottleneck with large open worlds

play14:37

with huge amounts of AI present.

play14:38

Simulation and VFX are also receiving a few updates in 5.

play14:42

4.

play14:43

The Chaos Cloth panel editor which was introduced in 5.

play14:46

3 is also receiving various different updates.

play14:48

It was also even featured at GDC.

play14:51

Showcasing that you can use it inside of UEFN.

play14:54

And they even showed a pipeline from Marvelous Designer to the Chaos Cloth

play14:58

Panel Editor in Unreal Engine 5.

play15:00

4.

play15:00

Another notable update in the simulation and VFX side is

play15:04

the network physics support.

play15:05

So basically they're adding support for network physics, which

play15:08

they've also used in Fortnite.

play15:10

They're adding two new capabilities.

play15:11

A predictive interpolation to provide responsive and accurate physics.

play15:15

results and a physics resimulation for if you need a pawn to be

play15:20

physics based in a multiplayer game.

play15:22

There are a lot more updates to Chaos Physics and among other things, the

play15:26

Unreal Editor is also receiving a few in editor updates, and one of them

play15:30

is the ability to adjust the overall scale of the UI, which allows for

play15:34

better accessibility and scaling of just the general editor user interface.

play15:39

Now there aren't a whole ton of rendering and virtual production updates in 5.

play15:43

4, but those that are the most notable are the new experimental

play15:47

virtual scouting tool set.

play15:48

So this new virtual scouting tools enable linear content creators to view,

play15:53

annotate, and edit your scenes in VR.

play15:55

So you can view and edit levels in VR.

play15:57

It also has a multi user editor session where you can measure, annotate, and even

play16:02

play back things like level sequences.

play16:04

They've also added live link VCAM for Android, the companion app to

play16:08

the in editor virtual camera system.

play16:10

And also virtual camera is coming to Mac with full support in 5.

play16:14

4.

play16:15

There are a other few updates to things like depth of field.

play16:17

And again, this is more for the virtual production side of the engine.

play16:20

So I'm not going to go too in detail about all these new updates.

play16:24

I recommend you check out the full list of futures on the public road map.

play16:27

And there are a lot of more updates and futures in our version 5.

play16:31

4 that couldn't completely fit in this video.

play16:33

So if you guys want to see the full list of updates and features, you

play16:37

can check out the public roadmap.

play16:38

I'll leave a link to it in the description below.

play16:40

And it seems like we didn't get much updates to the virtual production

play16:44

or the film side of the engine, but it seems like it's more towards the

play16:48

game rendering and animation side.

play16:50

We have things like the new animation retargeter, which allows

play16:53

you to quickly retarget animations.

play16:56

We have a new experimental modular control rig that allows you to

play16:59

quickly create a control rig for any character using presetted options.

play17:03

We also have a new nanite tessellation, which allows for

play17:06

runtime nanite displacement.

play17:08

They've added a new motion warping template.

play17:11

And animations for games and there are loads of new motion graphics

play17:15

tools and updates, including its own dedicated motion graphics editing mode.

play17:19

There are also lots of updates to PCG and open world features.

play17:23

So yeah, let me know what features you guys are most excited about.

play17:26

In Unreligion 5.

play17:27

4, I think it's just interesting to see that there's lots of quality of life

play17:31

updates coming in this new engine version, things like the new animation retargeter.

play17:36

That one just seems like a no brainer to me, but yeah, let me know what

play17:38

you guys think down in the comments down below and also check out my

play17:42

multiplayer survival game course.

play17:43

Like I mentioned before, I'll be remastering it in Unreligion 5.

play17:46

4, so stay tuned for that.

play17:49

And as always, I'll see you guys in the next one.

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