We’ve also extended Sequencer-Unreal Engine’s multi-track nonlinear animation editor-by adding support for constraints, and by exposing additional functionality through Blueprint and Python scripting. On another front, Control Rig continues to expand toward fully procedural rigging with many updates to the core framework, including a new Construction Event that enables you to generate rig hierarchies via a graph, and Custom User Events for creating and triggering rig events such as “Snap FK to IK.” With these updates, you can automate rig creation for characters that may have different skeletal proportions and properties. Other character deformation improvements include enhancements to the Deformer Graph Editor for easier graph creation and editing. Now in Beta, the Machine Learning (ML) Deformer enables you to create high-fidelity approximations of complex proprietary rigs-or any arbitrary deformation-by using a custom Maya plugin to train a machine learning model, which in turn runs in real time in Unreal Engine. Meanwhile, VCam has been overhauled with a new underlying system that now utilizes Epic’s Pixel Streaming technology for improved responsiveness and reliability, and an updated UI with a modern camera-focused design that will be more familiar to camera operators.įor more details on what’s new in Unreal Engine 5.1 for the media and entertainment space, see our special blog post on the topic.Īnimation, rigging, and modeling enhancementsĪll creators can benefit from our continued efforts to improve and extend Unreal Engine’s built-in rigging, animation authoring, and modeling toolsets in this release, reducing the need for round-tripping with DCC applications. Working with media in engine is significantly faster and easier thanks to a new Media Plate Actor that enables you to simply drag and drop footage from the Content Browser, while you can now play back uncompressed EXRs both in engine and with nDisplay with the appropriate SSD RAID. Other key enhancements include Color Correction Windows (CCWs) that enable the adjustments to be applied exclusively to anything behind them, and the ability to apply color corrections per Actor, reducing the need for complex masking. In addition, new HLOD (Hierarchical Level of Detail) support for water rendering and streaming means you can create large water bodies with better performance and a smaller memory footprint. We’ve also made it easier to find content in the World from within your changelists, and vice versa. Meanwhile, you can enjoy accelerated source control workflows with World Partition, thanks to an improved user experience around managing, filtering, searching, and viewing files and changelists. In this release, we’ve continued to enhance tools for building massive open worlds with additional functionality and improved workflows.įirst up, World Partition now supports Large World Coordinates, enabling you to create massive open worlds without loss of precision. On large projects, this can result in significant time savings and increased interactivity. In addition, we’ve implemented automated Pipeline State Object (PSO) caching for DX12, simplifying the process needed to prepare a game for shipping in DX12.Īll developers and creators will benefit from on-demand shader compilation-where only the shaders needed to render what is seen on screen while working in the Unreal Editor, and optionally during platform development iteration-are compiled. Initially, this feature will support textures and audio assets, with the intention to add more types in the future. With Virtual Assets, we’ve decoupled the metadata from the object data, enabling developers to sync only what they need from source control systems such as Perforce-resulting in smaller workspaces and faster syncs for developers who don’t need access to the full object data. This release adds a number of features to improve efficiency for developers of games and other large-scale interactive projects, helping teams be more productive.
0 Comments
Leave a Reply. |