Unreal Engine RSShttps://www.unrealengine.comUnreal Engine. Voted Best Game Engine time and again. The engine of choice for Gears of War, Infinity Blade, and more big titles.en-USChaos Group unveils V-Ray for UnrealAs one of the world’s most popular physically-based renderers, V-Ray is used daily by top design studios, architectural firms, advertising agencies, and visual effects companies around the globe. <a href="https://www.chaosgroup.com/" target="_blank">Chaos Group</a> also noticed the rapid adoption of Unreal Engine by many of these firms to create interactive or immersive experiences, so for them to produce V-Ray for Unreal was a logical step. Having been in beta since March, the full product launch came one week before Autodesk University 2018. <br /> <br /> “We&#39;re always listening to our customers, and we&#39;re fortunate in that we get to work with creatives in multiple industries,” says Chaos Group’s Communications Director David Tracy, who unveiled the software publically at the show. “Whether it’s architectural visualization, automotive, or visual effects, every industry has its own challenges. The one common need for any artist or designer, though, is a smooth workflow, and reliable results across all their entire toolset. That, and excellent results.”<br /> <br /> In this case, that smooth workflow means being able to easily repurpose V-Ray scenes created in 3ds Max, Maya, Rhino, or SketchUp in Unreal Engine, without needing to learn new rendering paradigms. With V-Ray for Unreal, lights and materials are automatically converted into their real-time equivalents for UE workflows, but they maintain a smart connection to the originals—so you can continue to create full-quality ray-traced renders directly from the Unreal Editor with the same content. <img alt="blog_body_img1.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fchaos-group-unveils-v-ray-for-unreal%2Fblog_body_img1-1640x1000-446104b214306836f0342bafd7fefa604d9d810f.jpg" width="auto" /> “With V-Ray for Unreal we wanted to create the fastest, simplest way to bring V-Ray scenes into a real-time environment, and give artists the ability to render V-Ray ray-traced images directly from Unreal,” says Tracy. “Now, artists can achieve great-looking real time and great-looking physically-based renders with a workflow that they already know.” <br /> <br /> Importantly, the software also introduces V-Ray Light Baking, enabling artists and designers to bake V-Ray lights (including IES) directly into Unreal with full GPU acceleration, for the highest-quality real-time illumination. This ensures that the lighting in the V-Ray rendering is well matched to the real-time experience in Unreal Engine.<br /> <br /> “We&#39;re excited to bring our Academy Award-winning ray-tracing technology to Unreal Engine and see what amazing content artists come up with, and make their lives a little easier in the process,” says Tracy. “Working with Epic has been great, and from a development standpoint, it helps that UE4 is an open platform. I think the combination of V-Ray and Unreal Engine is a natural fit for any studio that has V-Ray in their pipeline and is interested in using Unreal.” <img alt="blog_body_img2.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fchaos-group-unveils-v-ray-for-unreal%2Fblog_body_img2-1640x1000-b1b2a012586d9a737cc13af903b212ed98f2274e.jpg" width="auto" /> V-Ray for Unreal is available now. For pricing and availability, or to download a trial version, visit the Chaos Group <a href="https://www.chaosgroup.com/vray/unreal#overview" target="_blank">website</a>.<br /> <br /> “If fidelity to V-Ray rendering and the V-Ray workflow is most important to customers, then this is a great solution for our joint customers. No one is going to match a V-Ray scene to Unreal Engine better than the creators of V-Ray,” says Pierre-Felix Breton, Technical Product Manager for Epic Games. “It’s also the only solution if you want to bring V-Ray scenes from Maya, SketchUp, and Rhino into Unreal Engine, since Unreal Studio doesn’t support reading V-Ray scene data from those tools. Unreal Engine is the only real-time engine Chaos Group supports, so this is a great endorsement.”<br /> <br /> Now, customers can retain their investment in V-Ray knowledge as they transition to real time, while they explore what’s possible with Unreal Studio. Where V-Ray for Unreal is all about fidelity to V-Ray and V-Ray rendering, Unreal Studio is more focused on scene structure, metadata, and the ability to optimize assets for interactive experiences. <br /> <br /> With support for 3ds Max, Revit, and SketchUp Pro (not to mention a wide range of CAD formats), Unreal Studio is an ideal partner to V-Ray for Unreal. Its Datasmith feature set not only provides import capabilities but also data optimization tools, which can be used in parallel with V-Ray for Unreal. Along with Datasmith, it offers one-to-one ticketed support, targeted learning, and industry-relevant templates and assets. Why not <a href="https://www.unrealengine.com/en-US/studio" target="_blank">download the free beta</a> today?Ken PimentelFri, 15 Feb 2019 20:00:00 GMThttps://www.unrealengine.com/blog/chaos-group-unveils-v-ray-for-unrealhttps://www.unrealengine.com/blog/chaos-group-unveils-v-ray-for-unrealUnreal Awards: Experience Design competition winners announced!We’re thrilled to announce the winners in our first ever <a href="https://unrealawardsexperiencedesign.com/" target="_blank">Unreal Awards: Experience Design</a> competition. We set out to find design innovators using Unreal Engine for architecture, manufacturing, and product design, and we weren’t disappointed.<br /> <br /> The winners were selected from our shortlist of nominees by our esteemed panel of judges. Our thanks to Stephen Phillips from Theia Interactive; Fabio D’Agnano from IUAV Architecture University of Venice; Omer Harpaz from Line Creative; Carlos Cristerna from Neoscape; Gamma Basra from Foster + Partners; Gianpiero Monopoli from State of Art Academy; and Pierre Maheut from Allegorithmic for a difficult job well done.<br /> <br /> The winners will share over <a href="https://unrealawardsexperiencedesign.com/prizes" target="_blank">$70,000 worth of prizes</a>. In addition to cash awards, they’ll receive valuable bonuses from our generous sponsors: <a href="https://www.allegorithmic.com/" target="_blank">Substance</a>, <a href="https://www.esri.com/en-us/arcgis/products/esri-cityengine/overview" target="_blank">Esri</a>, <a href="https://secure.axyz-design.com/" target="_blank">AXYZ design</a>, and <a href="https://www.turbosquid.com/" target="_blank">TurboSquid</a>.<br /> <br /> And the winners are: <h2>Architecture, engineering, and construction</h2> <strong>1st place: Project created by BVN REAL</strong> <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/ws6WOzcSqv4" width="100%"></iframe></div> <strong>2nd place: Project created by ZOAN</strong> <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/ZxjZKkPwiLc" width="100%"></iframe></div> <strong>3rd place: Project created by Buildmedia/Realspace</strong> <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/lly1xgqTXHA" width="100%"></iframe></div>   <h2>Product design</h2> <strong>1st place: Project created by 3DigitStudio</strong> <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/0j0rMTfHAi0" width="100%"></iframe></div> <strong>2nd place: Project created by RAYWORKS</strong> <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/jMgMjlgisXU" width="100%"></iframe></div> <strong>3rd place: Project created by PriestmanGoode</strong> <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/7U2QvkelXhc" width="100%"></iframe></div>   <h2>Manufacturing</h2> <strong>1st place: Project created by GE&#39;s Industrial Interactive</strong> <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/OzLsBxPNoPE" width="100%"></iframe></div> <strong> 2nd place: Project created by AltSpace</strong> <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/ntqAeZW-_A4" width="100%"></iframe></div> <strong>3rd place: Project created by GE&#39;s Industrial Interactive</strong> <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/vl1VskX4cy8" width="100%"></iframe></div> Congratulations to our winners, and thank you to everyone who entered, and of course to our generous sponsors: Substance, Esri, Axyz, and Turbosquid. <br /> <br /> Interested in creating winning design experiences of your own? <a href="https://www.unrealengine.com/en-US/studio" target="_blank">Download the free Unreal Studio beta</a> today.Thu, 14 Feb 2019 16:30:00 GMThttps://www.unrealengine.com/blog/unreal-awards-experience-design-competition-winners-announcedhttps://www.unrealengine.com/blog/unreal-awards-experience-design-competition-winners-announcedDigital humans: 3Lateral cracks the code for real-time facial performance<a href="https://www.3lateral.com/" target="_blank">3Lateral</a> has long been recognized as an industry leader in facial performance capture. In the latest podcast in our Visual Disruptors series, Vladimir Mastilovic, Founder and Director, talks about how new developments will change filmmakers&#39; approach to digital performance in virtual production, and how <a href="https://www.unrealengine.com/en-US/blog/epic-games-welcomes-3lateral-to-unreal-engine-team" target="_blank">3Lateral joining forces with Epic Games</a> will affect the availability of these tools in the future. <br /> <br /> Listen to the full podcast below or read on for an overview, then visit our <a href="https://www.unrealengine.com/programs/virtual-production" target="_blank">virtual production hub</a> for more podcasts, videos, articles, and insights.<br /> <br /> <iframe allowfullscreen="" height="90" mozallowfullscreen="" msallowfullscreen="" oallowfullscreen="" scrolling="no" src="//html5-player.libsyn.com/embed/episode/id/8613950/height/90/theme/custom/thumbnail/yes/direction/forward/render-playlist/no/custom-color/000000/" style="border: none" webkitallowfullscreen="" width="100%"></iframe><br /> <br /> There’s a good chance you’ve already seen 3Lateral’s work in action. The company was behind the facial capture and animation for AAA games like Marvel&#39;s Spider-Man, Activision’s Call of Duty, and Rockstar Games’ Grand Theft Auto and Red Dead Redemption. With Epic Games, 3Lateral has worked on real-time digital humans in projects such as <a href="https://www.unrealengine.com/en-US/events/siren-at-fmx-2018-crossing-the-uncanny-valley-in-real-time" target="_blank">Siren</a>, <a href="https://www.unrealengine.com/en-US/developer-interviews/exploring-the-mindset-behind-hellblade-senuas-sacrifice" target="_blank">Hellblade,</a> and <a href="https://www.unrealengine.com/en-US/blog/epic-games-and-3lateral-introduce-digital-andy-serkis" target="_blank">Osiris Black with Andy Serkis</a>.<br /> <img alt="blog_body_img5.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fdigital-humans-for-everyone-3lateral-cracks-the-code%2Fblog_body_img5-1629x862-89f1fdbf264377d2141f361c996804e1ede53a15.jpg" width="auto" />Mastilovic has been fascinated by facial animation since he saw the groundbreaking film The Abyss in 1989, where director James Cameron created the first CG face made entirely of water in film history.<br /> <br /> “I was completely mesmerized with that,” says Mastilovic, “and I wanted to know more about how that was done.”<br /> <br /> Fifteen years later, Mastilovic would go on to found 3Lateral in his native Serbia, and forever change the way facial motion capture and performance are approached in the industry.<br /> <br /> <strong>From micro expressions to true performance</strong><br /> <br /> Underlying 3Lateral’s work is the Facial Action Coding System (FACS), which categorizes facial muscle movements. FACS was developed in the 1960s by researcher <a href="https://www.paulekman.com/" target="_blank">Dr. Paul Ekman</a>, who studied cultures untouched by modernization and discovered that all human beings use the same facial expressions to express emotion. <br /> <br /> Ekman’s research led him to develop the science of micro expressions, the facial contractions common to all peoples of the world. “I love the fact that there is a nonverbal universal language between every human being,” says Mastilovic. <br /> <img alt="blog_body_img3.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fdigital-humans-for-everyone-3lateral-cracks-the-code%2Fblog_body_img3-1640x830-c145e6828a8717cb55aa4fc2f2d1a7e0f45bc8cb.jpg" width="auto" />While FACS has long been used by the VFX community to inform manually keyframed facial animation, 3Lateral has taken things a step further. Part of 3Lateral’s secret sauce is “rig logic,” which goes beyond traditional facial capture systems to retain the essence of the live actor’s performance while targeting it realistically to a digital character. As an actor performs live on camera, 3Lateral’s system translates the actor’s facial movements to FACS in real time, which then tells the target facial rig what to do.<br /> <br /> To inform the transfer of human performance to a completely different facial structure, 3Lateral introduced the notion of digital DNA. “DNA is a set of measurements that we are observing on a particular face,” explains Mastilovic. “The DNA file contains the offset from the general model that is specific to a person. And that DNA file then becomes the key for translating geometric data into semantic data.”<br /> <br /> 3Lateral recently showcased this technology in the Osiris Black project, where actor Andy Serkis’s performance of a Shakespearean monologue was targeted to an alien character in real time. The video shows the power of this virtual production technique where, despite the fact that Serkis has facial features very different from the target character, the realism, emotion, and power of the original performance remain. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/3kxZPyUPtIc" width="100%"></iframe></div> “That&#39;s a technology that translates the performance Into this nonverbal universal language,” says Mastilovic. ”We basically just transferred his [Serkis’s] performance into FACS code and then just loaded it on the alien.”<br /> <br /> The result stunned the industry, and opened up a new world for real-time facial performance capture in virtual production.<br /> <br /> <strong>Beyond the rigs: The future with Epic Games</strong><br /> <br /> Epic acquired 3Lateral last month. Mastilovic, with his lifelong passion for realizing lifelike human performance in CG, looks forward to expanding 3Lateral’s R&D, and especially wants to develop tools that can be made publicly available. <br /> <br /> He laments that due to increasing demand for facial capture and animation, 3Lateral has had to turn away more than 95% of projects offered to them in the last year. Mastilovic hopes that with the new availability of tools that anyone can use, no one will have to walk away disappointed.<br /> <img alt="blog_body_img6.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fdigital-humans-for-everyone-3lateral-cracks-the-code%2Fblog_body_img6-1640x1000-b1968cf16461f51c648e67c8ef9f90ff6e5c15e7.jpg" width="auto" />Mastilovic sees Unreal Engine as a tool for much more than gaming, with future applications in machine learning, communication, personal self-improvement, social research, and more. Within filmmaking, he sees immediate uses in virtual production beyond simple facial capture. For example, parts of an actor’s performance can be remixed in real time to try out different emotional pacings for a scene. <br /> <br /> “The applications are too long to list,” he says. “It creates a wonderful new world of opportunities where the users of this tech will inspire us back and show us the ways that this can be used, that we didn’t even imagine.”<br /> <br /> <br /> This podcast interview with Mastilovic is part of our <a href="https://ue.unrealengine.com/Visual-Disruptors.html" target="_blank">Visual Disruptors</a> series. Visit our <a href="https://www.unrealengine.com/en-US/programs/virtual-production" target="_blank">Virtual Production</a> page to get more great podcasts, videos, and articles on virtual production!<br />  Ben LumsdenWed, 13 Feb 2019 15:00:00 GMThttps://www.unrealengine.com/blog/digital-humans-3lateral-cracks-the-code-for-real-time-facial-performancehttps://www.unrealengine.com/blog/digital-humans-3lateral-cracks-the-code-for-real-time-facial-performanceLook-development workflows in Unreal Studio with Substance and X-RiteStriking a balance between crafting material realism and finding your creative spark is often one of the challenges in look development. Pairing the right tools together, however, can give you the technical palette you need to tap into the full realm of design possibilities.<br /> <br /> In our recent webinar, we introduced viewers to Unreal Studio’s powerful look-development tools, and showed them how to effectively light, texture, and render an automotive asset in stunning detail with Unreal Studio, Substance, and X-Rite. In case you missed the live event, we&#39;ve brought the recording to you here.<br /> <br /> Join Daryl Obert, Design Specialist at Epic Games; Wes McDermott, Integrations Product Manager at Allegorithmic; and Dr. Marc Ellens, Senior Software Engineer and TAC Evangelist at X-Rite, as they guide you through best practices in their respective tools.<br /> <br /> You’ll learn about: <ul> <li>Effectively lighting, texturing, and rendering an asset for look development</li> <li>Establishing proper lighting, post-processing, and camera setups</li> <li>Working with measured materials with X-Rite’s AxF component</li> <li>Unlocking creative possibilities with Substance</li> </ul> If you&#39;d like to follow along, <a href="https://epicgames.box.com/s/q7alw2n3v25r4qyiojjsglsov2arxzvi" target="_blank">download the project files</a>. Looking for more webinars? Check out the full series <a href="https://www.unrealengine.com/en-US/events/enterprise-webinar-series" target="_blank">here</a>. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/EjICATjOeuY" width="100%"></iframe></div> Tue, 12 Feb 2019 21:28:16 GMThttps://www.unrealengine.com/blog/look-development-workflows-in-unreal-studio-with-substance-and-x-ritehttps://www.unrealengine.com/blog/look-development-workflows-in-unreal-studio-with-substance-and-x-riteUnreal Engine 4.22 Preview 1 now availableUnreal Engine 4.22 will be releasing soon with a number of fixes and updates. In the meantime, the first Preview is now available for download from the Epic Games launcher.<br /> <br /> Preview 1 includes support for real-time ray tracing, Editor Utility Widgets, Movable Spotlight support on mobile, virtual production updates, Oculus Quest support, and Blueprint indexing optimizations.<br /> <br /> A full list of the upcoming changes to this build are available on the <a href="https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1583659" target="_blank">Unreal Engine forums</a>. We invite you to provide feedback on Preview 1, and all subsequent releases. Please keep in mind that Preview releases are intended only to provide a sample of what is going to be released in the update and are not production-ready. <br /> <br /> To get started with Unreal Engine 4.22 Preview 1, head to the Unreal Engine section on the launcher, select Library at the top, then click the plus icon next to Engine Versions and choose 4.22 Preview 1. <div style="text-align: center;"><img alt="422preview1launcher.png" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2F4-22-preview-1-now-available%2F422preview1launcher-770x434-6f11269795c8deb0fe3703d904b4dbb955873427.png" width="auto" /></div> We recommend waiting for the full release of 4.22 before updating your projects to the new engine version. For now, please use copies of your projects to test new features.<br />  Victor BrodinTue, 12 Feb 2019 17:00:00 GMThttps://www.unrealengine.com/blog/4-22-preview-1-now-availablehttps://www.unrealengine.com/blog/4-22-preview-1-now-availableLux Machina brings real-time control to live event broadcast effects with Unreal EngineMassive screens, custom-built set pieces and sophisticated lighting are a hallmark of polished live event productions, though integrating those components into existing broadcast transmission infrastructure can be a challenge. Enter <a href="https://www.luxmc.com/" target="_blank">Lux Machina</a>, a company that designs virtual production systems for live broadcast events and has worked behind-the-scenes on shows ranging from The Golden Globes to the NFL Honors, the MTV Movie Awards and more.<br />  <br /> For live events and awards shows, Lux Machina CTO Philip Galler works side-by-side with production designers to set the tone for a show through lighting, effects and video appearing on stage screens and LED-enabled set pieces.<br /> <img alt="LuxMachina_Pic2.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Flux-machina-brings-real-time-control-to-live-event-broadcast-effects-with-unreal-engine%2FLuxMachina_Pic2-1920x786-fd93db38a4aad654aee531202d69f46dd382b015.jpg" width="auto" /><br />  “When we’re prepping for a show, the lighting designer might ask us to change the look of something, whether it’s a particle effect, the color, speed, or bloom. With our traditional tools these effects are baked in and can take hours to rebuild and render; but with generative effects in Unreal Engine, I can quickly build these changes in Niagara in a matter of minutes. We can build cues into our system to fire the Unreal server to trigger looks to match each act of the show. For us to be able to control these changes on-the-fly is super valuable,” explained Galler.<br />  <br /> Lux Machina recently developed a workflow for Unreal Engine to perform like a traditional media server using C++ to build output management and Blueprint plug-ins for mastering controls.<br />  <br /> “The signal path from our Unreal Engine server goes right into the truck and comes right back out, so it’s no different than a traditional broadcast server,” said Galler. “Even though the graphics are generative, everything we produce is broadcast-friendly and can easily incorporate into traditional systems.”<br />  <br /> This workflow was recently deployed during the 2019 Golden Globes broadcast, and Lux Machina plans to transition more aspects of its traditional media server to the Unreal Engine system. “Having the flexibility to make changes in real-time while working with clients is a game changer, and with Unreal Engine we have the ability to build augmented reality and camera tracking into broadcasts which is becoming a bigger requirement for both our live event and feature film clients,” added Galler.Fri, 08 Feb 2019 17:00:00 GMThttps://www.unrealengine.com/blog/lux-machina-brings-real-time-control-to-live-event-broadcast-effects-with-unreal-enginehttps://www.unrealengine.com/blog/lux-machina-brings-real-time-control-to-live-event-broadcast-effects-with-unreal-engineShortlist chosen for “Unreal Awards: Experience Design” competitionIt’s the moment we’ve all been waiting for: which entries are in the running to win the first ever <a href="https://unrealawardsexperiencedesign.com/" target="_blank">Unreal Awards: Experience Design</a> competition? Our quest to find and reward design innovators using Unreal Engine for architecture, manufacturing, and product design is reaching its closing stages, and the shortlist is in.<br /> <br /> The winners are in line to share over $70,000 worth of prizes across the three categories, including cash awards and valuable bonuses from our generous sponsors: <a href="https://www.allegorithmic.com/" target="_blank">Allegorithmic</a>, <a href="https://www.esri.com/en-us/arcgis/products/esri-cityengine/overview" target="_blank">Esri</a>, <a href="https://secure.axyz-design.com/" target="_blank">AXYZ design</a>, and <a href="https://www.turbosquid.com/" target="_blank">TurboSquid</a>.<br /> <br /> We’ve had a tough time narrowing down the field from some great entries, but we have made our selection. The following submissions have made our shortlist, but, to ensure complete fairness, we’ll be keeping their creators anonymous until judging is complete—so the only identifier here is their three-digit entry number.  <h3><strong>Nominees in the Architecture category</strong><img alt="Blog_Body_AEC.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fshortlist-chosen-for-unreal-awards-experience-design-competition%2FBlog_Body_AEC-1640x800-e1281be8a998fc3c8cb301e5a297f3769143cf56.jpg" width="auto" /></h3> <h3><strong>Nominees in the Manufacturing category</strong><img alt="Blog_Body_Manufacturing.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fshortlist-chosen-for-unreal-awards-experience-design-competition%2FBlog_Body_Manufacturing-1640x800-d8aca67dc6693dd5c7659225c68e4d9e805306db.jpg" width="auto" /></h3> <h3><strong>Nominees in the Product Design category</strong><img alt="Blog_Body_Product.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fshortlist-chosen-for-unreal-awards-experience-design-competition%2FBlog_Body_Product-1640x400-32af16d73d68a3de993bb4613a005c7b055e5d22.jpg" width="auto" /></h3> We’d like to thank everyone who entered, and wish all of our shortlisted nominees the best of luck! Now it’s down to our esteemed panel of judges from Theia Interactive, IUAV Architecture University of Venice, Line Creative, Neoscape, Foster + Partners, State of Art Academy, and Allegorithmic to pick the winners, which will be announced the week of February 11 to 15, 2019. Stay tuned for that post, where we&#39;ll present the complete videos from each of our winners and runners-up.<br /> <br /> Is design innovation something you’d like to be part of your future? <a href="https://www.unrealengine.com/en-US/studio" target="_blank">Download the free Unreal Studio beta today</a>, and start creating something Epic.Thu, 07 Feb 2019 18:28:30 GMThttps://www.unrealengine.com/blog/shortlist-chosen-for-unreal-awards-experience-design-competitionhttps://www.unrealengine.com/blog/shortlist-chosen-for-unreal-awards-experience-design-competitionMindesk brings real-time rendering to VR CAD modeling with Unreal Engine<a href="http://mindeskvr.com/" target="_blank">Mindesk</a> is a relatively new company that’s already generating a buzz as the makers of the first VR/AR platform to be natively integrated within CAD software. With their product, also called Mindesk, you can model 3D geometries directly with your hands, and work collaboratively with non-technical stakeholders without the need for physical prototypes.<br /> <img alt="blog_body_img1.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fmindesk-offers-cad-modeling-in-vr-with-real-time-rendering-courtesy-of-unreal-engine%2Fblog_body_img1-1640x1000-0c1b5342f5f4665bb2afcacbc4da76de71c230e6.jpg" width="auto" /><br /> Mindesk offers existing support for McNeel Rhinoceros and Grasshopper, and soon, SolidWorks—and has plans to add to that list. At Autodesk University 2018, the company showcased in-the-works integration with both the CAD package (in this case, Rhino 6), and Unreal Engine.  <div style="text-align: center;"><img alt="blog_body_img1a.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fmindesk-offers-cad-modeling-in-vr-with-real-time-rendering-courtesy-of-unreal-engine%2Fblog_body_img1a-1640x691-22d58ad48f5485e90e2161e59dbe1e57af26e083.jpg" width="auto" /></div> For the first time, this will enable CAD users to 3D model in VR while getting high-quality, dynamic feedback of materials and lighting, furnished by Unreal Engine’s photorealistic real-time renderer. The demo was greeted with enthusiasm by visitors to Mindesk’s booth at AU. <br /> <br /> “I think it’s a very exciting product,” said David Werner, an Associate Architect at MG2 Design. “I’ve been working with VR, and I really wish a product that would allow me to 3D model in real time, in VR, existed—and here it is! I think it’s very exciting to be able to get instantaneous feedback as you’re creating the model, rather than having to go through a process of creating the model in 2D, then exporting it to some sort of plugin, and then having to go to through this whole process of getting it onto the VR station.” <div style="text-align: center;"><img alt="blog_body_img4.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fmindesk-offers-cad-modeling-in-vr-with-real-time-rendering-courtesy-of-unreal-engine%2Fblog_body_img4-1640x1000-084b4766eeeb3cd7650eb33c1306ded6c1a1bd06.jpg" width="auto" /></div> Mindesk plans to launch the Unreal Engine integration in Q1 of 2019, and invites interested parties to <a href="https://store.mindeskvr.com/ue/" target="_blank">apply for early access</a> as part of their closed beta program.<br /> <br /> So how was the experience of developing a partner application for Unreal Engine? We spoke to Mindesk’s CEO Gabriele Sorrento. <br /> <br /> “From a developer perspective, Unreal’s provided APIs are comprehensive and powerful,” he says. “Also, the community is really supportive. Epic Games offers a wonderful platform for open innovation.”<br /> <br /> Some Rhino users will already be familiar with the benefits of working with Unreal Engine through more traditional interfaces. Rhino is just one of numerous CAD, DCC, and MFG formats supported by <a href="https://www.unrealengine.com/en-US/studio#datasmithOverview" target="_blank">Datasmith</a>, a feature set of Unreal Studio that enables the high-fidelity translation and preparation of data into Unreal Engine. <br /> <br /> “Mindesk was smart to build this as a plugin to the Unreal Editor,” comments Pierre-Felix Breton, Technical Product Manager at Epic Games. “It means that customers can take advantage of all the benefits of working with Datasmith to create the context for the design, such as a neighborhood or showroom. With this new offering from Mindesk, you can now use Unreal Studio to create that context, and then go into VR to work with it—all the while maintaining a one-to-one correspondence with the Rhino file.” <br /> <br /> Designed to help enterprise customers use Unreal Engine for non-games applications such as architecture, product design, manufacturing, and film and video making, Unreal Studio is currently in free beta. Along with Datasmith, it offers one-to-one ticketed support, targeted learning, and industry-relevant templates and assets. Why not <a href="https://www.unrealengine.com/en-US/studio" target="_blank">download it</a> today?Ken PimentelMon, 04 Feb 2019 17:00:00 GMThttps://www.unrealengine.com/blog/mindesk-brings-real-time-rendering-to-vr-cad-modeling-with-unreal-enginehttps://www.unrealengine.com/blog/mindesk-brings-real-time-rendering-to-vr-cad-modeling-with-unreal-engineFeatured free Marketplace content - February 2019In partnership with Unreal Engine Marketplace creators, each month select content will be available for free to the UE4 community to give artists, designers and programmers even more resources at no additional cost.<br /> <br /> Check out the new content available this month! <h2><strong>February&#39;s Featured Free Content:</strong></h2> <h2><a href="https://www.unrealengine.com/marketplace/ccg-toolkit" target="_blank">CCG Toolkit</a> - Aaron Scott</h2> <div style="text-align: center;"><img alt="1_CCGToolkit_770.png" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Ffeatured-free-marketplace-content---february-2019%2F1_CCGToolkit_770-770x433-a4679e495cb7e8fd5c38ddb26c4be83f5a86f744.png" /><br /> <em>A customizable card game framework to create single and multiplayer experiences</em></div> <h2><a href="https://www.unrealengine.com/marketplace/hand-painted-textures-starter-kit" target="_blank">Hand Painted Textures Starter Kit</a> - LowlyPoly</h2> <div style="text-align: center;"><img alt="2_-HandPaintedTextures_770.jpg" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Ffeatured-free-marketplace-content---february-2019%2F2_-HandPaintedTextures_770-770x433-bfacbfefbb2575e43731f45b32437d2bb65fb328.jpg" /><br /> <em>21 hand-painted textures, mobile and PBR ready</em></div> <h2><a href="https://www.unrealengine.com/marketplace/luos-s-a-particle-a-day-volume" target="_blank">Luos&#39;s Particle Toolkit Vol. 1</a> - Luos</h2> <div style="text-align: center;"><img alt="3_LuossParticleToolkit_770.jpg" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Ffeatured-free-marketplace-content---february-2019%2F3_LuossParticleToolkit_770-770x433-3997a288fff08039680472eafe0ebcc6f88bbaa2.jpg" /><br /> <em>A particle toolkit full of meshes, noise textures, material functions and more, with over 67 sample particles</em></div> <h2><a href="https://www.unrealengine.com/marketplace/2d-platforming-kit" target="_blank">Platformer Kit 2D</a> - Polyart Studios</h2> <div style="text-align: center;"><img alt="4_PlatformerToolkit_770.jpg" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Ffeatured-free-marketplace-content---february-2019%2F4_PlatformerToolkit_770-770x433-49a31e28083a432dd025a5109c731e1925abf45d.jpg" /><br /> <em>A 2D platformer creation toolkit with a fully customizable player character and 21 animation states</em></div> <h2><a href="https://www.unrealengine.com/marketplace/scifi-kitbash-level-builder" target="_blank">Scifi Kitbash Level Builder</a> - Denys Rutkovskyi</h2> <div style="text-align: center;"><img alt="5_SciFiKitBash_770.png" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Ffeatured-free-marketplace-content---february-2019%2F5_SciFiKitBash_770-770x433-54469b3e01a87783a6ca9efd704e756909117ab0.png" /><br /> <em>A collection of SciFi assets, including walls, doors, props, and decals</em></div> <h2><strong>New Permanently Free Content:</strong></h2> <h2><a href="https://www.unrealengine.com/marketplace/a5b6a73fea5340bda9b8ac33d877c9e2" target="_blank">Medieval Dungeon</a> - Infuse Studio </h2> <div style="text-align: center;"><img alt="6_MedievalDungeon_770.png" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Ffeatured-free-marketplace-content---february-2019%2F6_MedievalDungeon_770-770x433-c6a316003ce786d4b83e9284ba2311c391cc1ee4.png" /><br /> <em>A collection of modular meshes and props to build a medieval dungeon and crypt</em></div> <h2><a href="https://www.unrealengine.com/marketplace/particles-and-wind-control-system" target="_blank">Particles and Wind Control System</a> - Dragon Motion</h2> <div style="text-align: center;"><img alt="7_ParticlesAndWindControlv2_770.jpg" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Ffeatured-free-marketplace-content---february-2019%2F7_ParticlesAndWindControlv2_770-770x433-1b61c1406dc7f8fa504e82eed67125b654061f7b.jpg" /><br /> <em>A wind control system with environmental particle effects</em></div> <br /> Snag these free packs while they’re still available and check back in March as new free content will be featured!<br /> <br /> Are you a Marketplace creator interested in having your content featured for free to the community? Visit <a href="https://www.unrealengine.com/uesponsoredcontent" target="_blank">unrealengine.com/uesponsoredcontent</a>.<br />  Amanda BottWed, 30 Jan 2019 19:00:00 GMThttps://www.unrealengine.com/blog/featured-free-marketplace-content---february-2019https://www.unrealengine.com/blog/featured-free-marketplace-content---february-2019Agog Labs joins Epic GamesWe’re pleased to share that <a href="https://skookumscript.com/blog/2019/01-23-epic-aquires-agog/" target="_blank">Agog Labs</a> has become a part of Epic Games’ Unreal Engine team.<br /> <br /> Awarded an Unreal Dev Grant in 2015, Agog Labs is known for SkookumScript, a powerful scripting solution and command console that is used to create AI, gameplay and high-level stage direction aspects of projects of all types across major platforms. Its live workflow includes robust yet simple and easy-to-learn features, native game concepts such as concurrency with minimal lines of code, and deep integration with Blueprints and C++. While active development of SkookumScript has ceased, it remains available as a community-supported plugin for Unreal Engine 4. <br /> <br /> For access to SkookumScript, visit <a href="http://skookumscript.com/download" target="_blank">http://skookumscript.com/download</a>.   <div style="text-align: center;"><img alt="AgogEpic2-(1).jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fagog-labs-joins-epic-games%2FAgogEpic2-%281%29-1600x657-8f7198c4f140c8b18370c124e552b2c8a15af572.jpg" width="auto" /></div> <div style="text-align: center;"><em>Markus Breyer and Conan Reis</em><br />  </div> Conan Reis, CEO of Agog Labs said, “Here at Agog Labs our goal has always been to create authoring and development tools that allow people to focus on bringing their passionate imaginings to life. We melt our brains so you don&#39;t have to. Epic has the same goals and spark of mad science, which makes it easy to align our paths. We&#39;re honored to become part of the Epic family.”<br /> <br /> Welcome to the team, Agog Labs.Dana CowleyWed, 23 Jan 2019 19:16:11 GMThttps://www.unrealengine.com/blog/agog-labs-joins-epic-gameshttps://www.unrealengine.com/blog/agog-labs-joins-epic-gamesEpic Games welcomes 3Lateral to Unreal Engine teamEpic Games today announced that <a href="https://www.3lateral.com/" target="_blank">3Lateral</a>, the leading developer of digital humans technology and creative content, has joined with Epic in an acquisition that will bring significantly increased investment in the 3Lateral team’s efforts.  The Serbia-based group will continue supporting game industry, film, and television partners while working to advance the state of the art in Unreal Engine’s support for virtual humans and creatures.<br /> <img alt="3Lateral_Team.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fepic-games-welcomes-3lateral-to-unreal-engine-team%2F3Lateral_Team-1920x1439-741a218209afcdd4c40668a31efbc8d7d6ba175a.jpg" width="auto" /><br /> Epic and 3Lateral share a track record of groundbreaking Unreal Engine-based collaborations, including the animated short “<a href="https://www.youtube.com/watch?v=JNgsbNvkNjE" target="_blank">A Boy and His Kite</a>,” real-time performance capture and moviemaking in “<a href="https://youtu.be/pGtb6uMUgZA" target="_blank">Hellblade: Senua’s Sacrifice,</a>” and the photorealistic, real-time “<a href="https://www.youtube.com/watch?v=9owTAISsvwk" target="_blank">Siren</a>” and “<a href="https://www.youtube.com/watch?v=mkkWCmljMSA" target="_blank">Digital Andy Serkis</a>” demonstrations.<br /> <br /> “Creating digital humans requires deep understanding of every aspect of our appearance and motion, both of which portray our inner self and tell stories around us. We read all these visual cues with great precision as instinct to analyze an image of another human being is deeply embedded in our DNA,” said Vladimir Mastilovic, founder and director of 3Lateral. “Observing, analyzing and reconstructing these mechanisms has always fascinated us at 3Lateral, and we are excited to have joined a like-minded team at Epic Games with such strong desire to solve this near impossible problem.”<br /> <br /> “Real-time 3D experiences are reshaping the entire entertainment industry, and digital human technology is at the forefront. Fortnite shows that 200,000,000 people can experience a 3D world together. Reaching the next level requires capturing, personalizing, and conveying individual human faces and emotions,” said Tim Sweeney, founder and CEO of Epic Games.<br /> <br /> Vladimir Mastilovic will lead Epic’s worldwide digital humans efforts; the 3Lateral team will continue to support all of its partners; and Epic’s new presence in Serbia will serve as a base for recruiting technical and creative talent in the region.<br /> <br /> <br />  Dana CowleyWed, 23 Jan 2019 15:53:00 GMThttps://www.unrealengine.com/blog/epic-games-welcomes-3lateral-to-unreal-engine-teamhttps://www.unrealengine.com/blog/epic-games-welcomes-3lateral-to-unreal-engine-teamTwinmotion breaks out of the box with a bridge to UE4For more than a decade, <a href="https://twinmotion.abvent.com/en/" target="_blank">Twinmotion</a> has been offering an easy-to-learn and use solution for real-time architectural visualization. Two years ago, they switched their underlying engine to Unreal Engine. “When we decided to change our engine, we quickly saw that Unreal Engine was the most suitable solution on the market,” Twinmotion Product Manager Martin Krasemann tells us. <br /> <br /> “Unreal Engine is the most popular real-time engine in non-gaming industries, from car manufacturing to technology innovation in movies. It’s an amazing tool, capable of handling huge datasets and offering users unlimited possibilities, high-quality rendering, and—especially—a real-time environment,” he explains.<br /> <img alt="blog_body_img1.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Ftwinmotion-breaks-out-of-the-box-with-a-bridge-to-ue4%2Fblog_body_img1-1640x1000-fd323394d9f14c5975e5b098613f15c80333889f.jpg" width="auto" /><br /> Lead Developer Manuel Veit agrees: "The Unreal Engine is a game changer,” he says. “With the engine, we have access to all the cutting-edge rendering technologies alongside a very solid development framework. Now we can bring Twinmotion to a higher level both in terms of performance and image quality."<br /> <br /> “Unreal also introduced us to a PBR (physically-based rendering) workflow which considerably enhanced the quality of our materials,” adds Lead Artist Fabrice Picou. “It&#39;s the first time that I can work with a real-time gaming engine and produce photorealistic renders or real-time immersive VR experiences for architecture."<br /> <img alt="blog_body_img2.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Ftwinmotion-breaks-out-of-the-box-with-a-bridge-to-ue4%2Fblog_body_img2-1640x1000-94e8983fc85ad1d842bff93fc6af7cb23b13bb3a.jpg" width="auto" /><br /> Twinmotion leverages the power of Unreal Engine while adding a user-friendly UI, an integrated library containing thousands of assets, and specially designed architecture-related features—such as a weather system that lets you switch from a beautiful summer day to a winter snowstorm in two clicks, and the ability to easily add digital humans that will travel along specified paths.<br /> <br /> A dynamic link with <a href="https://www.autodesk.com/products/revit/overview" target="_blank">Revit</a> and <a href="https://www.graphisoft.com/archicad/" target="_blank">ARCHICAD</a> drastically simplifies the architect’s workflow by retrieving all of the BIM information from the source software, and automatically replacing the basic billboards with Twinmotion 3D animated objects. Users can make changes to the model or materials in the source software, and see those changes immediately in Twinmotion.<br /> <br /> The simplicity of the interface means that architects can get high-quality results very quickly, and with a low investment in learning. However, if they want to take their designs further into more complex simulations and visualizations, they were previously stuck.<br /> <br /> At this year’s Autodesk University held in Las Vegas (November 19–21, 2018), Twinmotion demonstrated a technology preview of a bridge to UE4, an initiative they’d first <a href="https://www.youtube.com/watch?v=cmxxG9dl3Ks" target="_blank">announced </a>at SIGGRAPH 2017. The bridge will enable architects to use Twinmotion as a quick prototyping tool, and then continue working on their designs in Unreal Engine or Unreal Studio, moving beyond the limits of Twinmotion. <br /> <br /> Unique in Twinmotion’s market space, this feature removes the frustrating “black-box” nature of competitive solutions, which blocks users from moving beyond the restricted range of features provided in the software. With the whole universe of possibilities of Unreal Engine to explore, Twinmotion customers can now truly differentiate their interactive or VR experience.<br /> <br /> “Having Unreal running on the back is an amazing plus,” says Krasemann. “Users will have access to options that Twinmotion doesn’t have, such as baking lights or adding interactions, such as an opening door,” says Krasemann. “They can tell a different story inside Unreal.”<br /> <br /> When asked about availability, Twinmotion told us that the feature is still under development and is planned to be released next summer. We look forward to it!<br /> <br /> Want to see where your Twinmotion projects could end up after they cross the bridge? Find out about the free beta of <a href="https://www.unrealengine.com/en-US/studio" target="_blank">Unreal Studio</a>, our suite of tools and services packaged around Unreal Engine with a focus on non-games industries like architecture, product design, manufacturing, and film and video.Ken PimentelWed, 16 Jan 2019 18:05:50 GMThttps://www.unrealengine.com/blog/twinmotion-breaks-out-of-the-box-with-a-bridge-to-ue4https://www.unrealengine.com/blog/twinmotion-breaks-out-of-the-box-with-a-bridge-to-ue4Unreal Engine developers delivering highly-anticipated games in 2019As 2019 gets underway, Unreal Engine developers around the globe are gearing up to deliver some of the gaming industry’s most highly-anticipated projects. As profiled on <a href="https://www.ign.com/articles/2018/12/31/49-big-games-coming-in-2019" target="_blank">IGN</a>, <a href="https://www.polygon.com/gaming/2018/12/31/18156570/games-of-2019-most-anticipated" target="_blank">Polygon</a> and others, UE devs both big and small will have a huge impact across multiple genres and platforms in 2019. Of course, this has us genuinely excited, which is why we compiled just a few of the amazing titles on the release calendar for the next twelve months into one awe-inspiring video.<br /> <br /> Enjoy the montage below and congrats to all of the amazing developers who will make 2019 such an enjoyable year for gaming.<br />   <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/lrPc2L0rfN4" width="100%"></iframe></div> Daniel KayserMon, 14 Jan 2019 12:30:00 GMThttps://www.unrealengine.com/blog/unreal-engine-developers-delivering-highly-anticipated-games-in-2019https://www.unrealengine.com/blog/unreal-engine-developers-delivering-highly-anticipated-games-in-2019Optim leverages the power of Datasmith to take the pain out of data-prepAs a company that has been using Unreal Engine to create AR, VR, and mobile experiences for a wide variety of clients for over four years, <a href="https://theia.io/" target="_blank">Theia Interactive</a> knows a thing or two about data import and preparation.<br /> <br /> “We&#39;ve struggled through all the basic optimization challenges that we know our fellow enterprise customers share.” says CTO and Co-founder Stephen Phillips. “Bringing in huge datasets, getting rid of the junk, merging objects that don&#39;t need to be exploded, instancing repeated meshes, creating LODs for high-poly assets, replacing materials, reorganizing a scene—the list goes on.”<br /> <img alt="blog_body_img1.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Foptim-leverages-the-power-of-datasmith-to-take-the-pain-out-of-data-prep%2Fblog_body_img1-1640x892-65b3270ea1c70efc841c0af22224c10f25b3f135.jpg" width="auto" /><br /> With the advent of Unreal Studio and Datasmith in March 2018, the gap between CAD packages and Unreal Engine was effectively bridged, but there remains a significant amount of work to get architectural and engineering data to be as performant and clean as possible. Fortunately, much of that work is repeatable, lending itself to automation. <br /> <br /> “In the last year, Epic has really opened up the potential of the editor by making it 100% scriptable in Python,” say Phillips. “That means that people like us can start to write simple code to automate things like an import process, or common tasks like generating and deleting UVs.” <br /> <br /> The technical crew at Theia began compiling the company’s most common optimization workflows into repeatable scripts. But in order to make them more accessible to the artists and generalists that made up most of their team members, they decided to create a graphical interface that made it easy to assemble these automated tasks based on rules and parameters for any new project—with no coding required. <br /> <br /> “It very soon became clear that this was a product we could develop and license to other teams like ours” says Phillips. “And <a href="https://theia.io/optim/" target="_blank">Optim </a>was born. The number of hours saved has already stacked up internally, and we know it will be a game-changer for so many customers.” <br />   <div style="padding:56.25% 0 0 0;position:relative;"><iframe allowfullscreen="" frameborder="0" mozallowfullscreen="" src="https://player.vimeo.com/video/294978483" style="position:absolute;top:0;left:0;width:100%;height:100%;" webkitallowfullscreen=""></iframe></div> <br /> Optim uses Datasmith’s 20+ format support to get high-fidelity data out of those core applications. Epic has focused their technical skills on accurately bringing over metadata, converting materials to Unreal Engine, and dealing with a wide range of data-prep issues. Optim builds on that base to simplify the optimization process. <br /> <br /> With Optim, you can analyze your Datasmith and CAD files before you import them into Unreal Engine, saving you from having to load the full, heavy level and then hunt through bloated lists of content or complicated 3D scenes for items that require optimizations or edits. You can see the actor list, sort by triangle counts and other metadata, and set up optimization rules based on all these factors.<br /> <br /> Some examples of things that you could automate with Optim are: <ul> <li>Skip the import of any meshes with names containing a certain string</li> <li>Create LODs for any mesh larger than a given number of triangles</li> <li>Instance any mesh with a particular name</li> <li>Merge everything with a particular property under a single group</li> <li>Replace all materials by name with existing materials from the Content Browser</li> </ul> <img alt="blog_body_img2.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Foptim-leverages-the-power-of-datasmith-to-take-the-pain-out-of-data-prep%2Fblog_body_img2-1640x845-9785c164c53400b8e77b457fdc8141a4054744c7.jpg" width="auto" /><br /> <br /> “Optim demonstrates what anyone can do with the building blocks we’ve created with Datasmith and our work integrating Python in Unreal Engine,” says Ken Pimentel, Sr. Product Manager at Epic Games. “Theia has been quick to take advantage of these new capabilities in order to create highly simplified interfaces to manage a process. We have built this incredible platform and now we’re seeing the first fruit of how third-parties are taking advantage of it.”<br /> <br /> Because Optim is developed in lock-step with Unreal Studio, it can immediately take advantage of new features as they are released. “When Epic solves hard problems like defeaturing and jacketing for complicated CAD models, or supporting new file formats, we are there to make a useful GUI and give you powerful controls for how to apply those optimizations and features to your whole project.” says Phillips. “We&#39;re leveraging the power of Python and Unreal&#39;s growing set of capabilities to automate existing workflows and save teams a lot of headaches in terms of time and skill wasted.” <br /> <br /> Theia intends to start selling Optim as a subscription in early 2019. But for those who can’t wait to get their hands on it, they’re currently accepting applications for alpha testers at <a href="http://theia.io/optim" target="_blank">theia.io/optim</a>. <br /> <br /> If you’re not already enjoying the advantages of Unreal Studio’s connected workflows and the open platform on which its built, <a href="https://www.unrealengine.com/en-US/studio" target="_blank">join the free beta</a> today. Sebastien MiglioFri, 11 Jan 2019 21:30:00 GMThttps://www.unrealengine.com/blog/optim-leverages-the-power-of-datasmith-to-take-the-pain-out-of-data-prephttps://www.unrealengine.com/blog/optim-leverages-the-power-of-datasmith-to-take-the-pain-out-of-data-prepEpic Games and Improbable: Working together for developersRecent changes by Unity to their terms of service have raised concerns among developers about their future ability to choose freely among engines, middleware SDKs, stores, and cloud service providers. Worse, it has left some live and in-development games in legal limbo. Read more <a href="https://improbable.io/company/news/2019/01/10/unity-blocks-spatialos" target="_blank">HERE</a>.<br /> <br /> Epic Games and Improbable would like to jointly reaffirm our commitment to giving game developers the best combination of engine and other technology backed by interoperable standards that work for everyone, while respecting developers’ ability to choose partners and software components freely.<br /> <br /> First, we want to reaffirm our partnership. Unreal Engine provides full C++ source code for everyone, and its license (<a href="https://www.unrealengine.com/en-US/eula" target="_blank">https://www.unrealengine.com/en-US/eula</a>) ensures it remains open to all game developers and middleware providers, and enables all to collaborate together through SDKs, services, and forks of the source code. Likewise, Improbable is developing a completely <a href="https://docs.improbable.io/unreal/alpha/index" target="_blank">open Unreal integration</a> for its online game development platform, SpatialOS. The combination enables developers to rapidly build and deploy both session-based and persistent online worlds across all platforms with the functionality of Unreal Engine and the increased possibilities of distributed computing and cloud services.<br /> <br /> Epic Games’ partnership with Improbable, and the integration of Improbable’s cloud-based development platform SpatialOS, is based on shared values, and a shared belief in how companies should work together to support mutual customers in a straightforward, no-surprises way.<br /> <br /> We believe we are at the beginning of an unprecedented age of inclusive online games that become parts of our everyday lives. Enabling this will take much more than Epic or Improbable; it will take a vastly more mature, broad-based industry to enable this future: a community of companies connected by values such as fair and openly disclosed business terms, respect for developer choice, and full interoperability between platforms, software, and services. We encourage others with a similar vision to reach out, so we can find ways to make it come sooner. <br /> <br /> To assist developers who are left in limbo by the new engine and service incompatibilities that were introduced today, Epic Games and Improbable are together establishing a US $25,000,000 combined fund to help developers transition to more open engines, services, and ecosystems.  This funding will come from a variety of sources including <a href="https://www.unrealengine.com/unrealdevgrants" target="_blank">Unreal Dev Grants</a>, Improbable developer assistance funds, and <a href="https://www.unrealengine.com/blog/announcing-the-epic-games-store" target="_blank">Epic Games store</a> funding. <br /> <br /> The game industry is evolving quickly, and is growing more developer-friendly every day. We’re grateful for the trust all developers have placed in us, and are excited about what’s to come.  <div style="text-align: center;"><img alt="sig-image.PNG" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fepic-games-and-improbable-working-together-for-developers%2Fsig-image-556x182-d83f1507c5419b60f12d6ae2be430daa73cee983.PNG" style="float: left;" width="auto" /></div> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br />  Tim Sweeney (Epic Games Founder and CEO) & Herman Narula (Improbable CEO)Fri, 11 Jan 2019 01:32:34 GMThttps://www.unrealengine.com/blog/epic-games-and-improbable-working-together-for-developershttps://www.unrealengine.com/blog/epic-games-and-improbable-working-together-for-developersVirtual production: lights, cameras, action!Episode 3 of our virtual production podcast series features an interview with stunt legend Guy Norris and his son Harrison, who have turned real-time stunt visualization into a full-blown interactive previs tool that the entire production crew can use. Listen to the full podcast below or read on for an overview, then visit our <a href="https://www.unrealengine.com/programs/virtual-production" target="_blank">virtual production hub</a> for more articles and insights.<br /> <br /> <iframe allowfullscreen="" height="90" mozallowfullscreen="" msallowfullscreen="" oallowfullscreen="" scrolling="no" src="//html5-player.libsyn.com/embed/episode/id/8120348/height/90/theme/custom/thumbnail/yes/preload/no/direction/forward/render-playlist/no/custom-color/000000/" style="border: none" webkitallowfullscreen="" width="100%"></iframe><br /> <br /> It’s 1981, and the second film in the <em>Mad Max</em> franchise, <em>Mad Max: Road Warrior</em>, is in production. At 21 years old, stunt performer Guy Norris is literally risking life and limb so that Mel Gibson and other cast members don’t have to. There are no rigs, trusses, or safety cables—it wasn’t possible to paint them out back then. The daredevil <a href="https://www.wired.com/2015/05/mad-max-stunt-coordinator/" target="_blank">ends up with a broken leg</a>, although that doesn’t stop him from shooting his final fight scene, with his damaged limb propped on a box just outside of camera frame. <br /> <br /> Fast forward to 2015 and <em>Mad Max: Fury Road</em>. Guy Norris is still director George Miller’s go-to guy when it comes to stunts—only now he’s coordinating and designing them instead of hurling his own body through the air. Today, Guy is working alongside his son Harrison on the latest offering in the legendary series, <em>Mad Max: Wasteland</em>, along with <em>X-Men: Dark Phoenix</em> and Netflix’s <em>Triple Frontier. </em>Another project on their resumes, <em>Suicide Squad</em>, is already in the can.<br /> <br /> <strong>The new art and science of stuntvis</strong><br /> <br /> The ability to digitally remove real-life physical safety systems in post has made stunts both wilder and safer, but that’s not the only contributing factor. Originally, the term <em>stuntvis</em> was applied to the process of rehearsing stunts and shooting video of various options to show to the director. But as CG technology has evolved, stuntvis is becoming a whole new art and science, involving performance capture, real-time rendering, and computed physics. It’s just one exciting aspect of the emerging field of virtual production.<br /> <br /> <a href="https://vimeo.com/unrealengine/review/310394303/d66ce484b8" target="_blank">This video</a>, created retroactively from a sequence in <em>Mad Max: Fury Road</em>, shows how stunt visualization (stuntvis) created with Unreal Engine can be used to give the crew a full picture of an exciting, fast-paced stunt sequence before a single frame is filmed. Because stuntvis from his current projects can&#39;t be shown yet, Guy Norris created this illustrative piece to showcase the technology. <div style="text-align: center;"><img alt="blog_body_img1.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fvirtual-production-lights-cameras-action%2Fblog_body_img1-1640x1000-45849b7b7fe1ac06788ca273bb8570127e936ed7.jpg" width="auto" /></div> <div style="text-align: center;"><em>Top/bottom comparison of stuntvis (top) and final production (bottom) for Mad Max: Fury Road</em></div> <br /> Stunt teams have always been quick to adopt new technology, and Guy and Harrison Norris are no exception. They’re now at the forefront of the field in developing new systems to enable production teams to collaborate on action design, and to explore creative possibilities before shooting happens. <br /> <br /> Stuntvis is a form of previsualization, but it’s an evolution of it. Traditional previs is a pre-rendered shot-by-shot representation of a film—a somewhat static tool with limited usefulness during production. Often, the entire previs is developed and rendered offline before the director has started on the film; not surprisingly, the lighting and camera angles in the previs representation are therefore usually not what the director had in mind. <br /> <br /> As a result, a lot of this typical previs reaches set and is disregarded. When the director sees this previs, he’s not interested in producing somebody else’s vision—he’s interested in creating his own.<br /> <br /> But because previs rendered offline is so time-consuming to change, redoing the previs with the director’s input isn’t an option. This is where the father-and-son team sought to provide a more interactive, iterative tool that stakeholders could actually use, handing creativity back to the creatives.<br /> <br /> <strong>The interactive advantage</strong><br /> <br /> Using Unreal Engine, Guy and Harrison Norris created a tool able to handle fully interactive environments representing an entire sequence. Working in collaboration with the production team, they can place the camera anywhere in the scene, edit lighting on the fly, and try out various performances. Capturing whole sequences of action at once, rather than working shot by shot, provides much greater creative freedom in storytelling. <br /> <br /> The team also knew that it was important to provide an environment with enough accurate detail to give creatives a realistic picture of how the final scene would look. The interactive tool they created with Unreal Engine is able to use all manner of input including 3D models, topographical maps, accurate color palettes, and VFX like dust and volumetrics to create a precise “digital rehearsal”. <div style="text-align: center;"><img alt="blog_body_img2.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fvirtual-production-lights-cameras-action%2Fblog_body_img2-1640x1000-ce76b67eee8e2bf6632836b0161fb222fe65a469.jpg" width="auto" /></div> “It’s all about creative ownership,” says Harrison Norris. With this toolset, the director and other creatives can refine the lighting, change camera angles, experiment, and see an accurate and precise representation that reflects their creative intent.<br /> <br /> <strong>Making a collaborative, inclusive virtual production tool</strong><br /> <br /> While the original goal of stuntvis was to improve planning and execution of stunts, the entire crew was soon drawn to the instant feedback these interactive sessions offer. In effect, the Norris’s stuntvis tool provides a living, breathing representation of the film that all creatives can use to iterate on different options. Even the wardrobe department gets in on the game, using the tool to try different costume options and iterate on various color palettes to see how they work with the set and action.<br /> <br /> “The fact that we’re able to do this so rapidly means that everybody can freely contribute,” says Harrison Norris. “It really is a collaborative, creative sandbox that all departments can dive into, and essentially have a rolling experimental form of the film early.”<br /> <br /> Guy Norris concurs. “It becomes a tool that everyone actually gravitates toward because they understand that it helps them do their job better,” he says.<br /> <br /> Harrison adds that the interactive environment they created with Unreal Engine offers the dual benefits of both more creative opportunities and significant time savings in production. “You never really find a piece of technology that is both a value-add creatively, or allows for more creative experimentation and expression, but is also a huge money-saver,” he says. “It really feels like lightning in a bottle.” <div style="text-align: center;"><img alt="blog_body_img3.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fvirtual-production-lights-cameras-action%2Fblog_body_img3-1640x1000-fd1b31a8a5015387cb62cc894860442913ca756e.jpg" width="auto" /></div> Curious to learn more? Head over to our <a href="https://www.unrealengine.com/programs/virtual-production">virtual production hub</a> for even more insight into how filmmakers are refining new techniques for media production.Brian PohlWed, 09 Jan 2019 21:00:00 GMThttps://www.unrealengine.com/blog/virtual-production-lights-cameras-actionhttps://www.unrealengine.com/blog/virtual-production-lights-cameras-actionGet ready for the 2019 Global Game JamUnreal Engine joins the <a href="https://globalgamejam.org" target="_blank">Global Game Jam</a> (GGJ), a 48-hour event in which developers create a game in a very limited timeframe. Taking place January 25-27, the GGJ connects developers from all over the globe in a unique experience focused on building connections, creativity, and shared experiences.  <div style="text-align: center;"><img alt="ggj19_thumb.png" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fget-ready-for-the-2019-global-game-jam%2Fggj19_thumb-568x320-35865f09544b0f624dc921e5574a6b0c31800ef2.png" /></div> Game jams are the perfect opportunity to test out the capabilities of new tools and experience the process of shipping a game from start to finish. To kick off the year, Technical Artist Tom Shannon shared general best practices for game jams on the weekly Unreal Engine livestream. He also demonstrated how to quickly add a variety of game types such as split-screen, LAN, and local multiplayer, to help jammers create more diverse and exciting games.<br />   <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/zA86gnYYuEU" width="100%"></iframe></div> To get started, Tom’s <a href="http://www.tomshannon3d.com/2018/01/game-jam-toolkit.html" target="_blank">Game Jam Toolkit</a> includes a basic gameplay framework and features a full UMG template with a Main Menu, an in-game HUD and Pause menu that can be added to any game in merely minutes. Also check out <a href="http://unrealengine.com/globalgamejam" target="_blank">these UE4 resources</a> we&#39;ve gathered to help you get started!<br /> <br /> Learn more about Global Game Jam and find a location near you at <a href="https://globalgamejam.org" target="_blank">https://globalgamejam.org</a>! <br /> <br /> <strong>PLANNING TO JAM?</strong><br /> <br /> Let us know that you’ll be jamming in Unreal Engine during <a href="https://twitter.com/search?src=typd&amp;q=%23GGJ19" target="_blank">#GGJ19</a> by filling out <a href="https://docs.google.com/forms/d/e/1FAIpQLSd8GOOx-K4zX01SngfJPGWqdgI-fvyUAueHSVvd2MggpizA8g/viewform?usp=sf_link" target="_blank">this survey</a> and enter for a chance to win an Unreal Engine swag bag, including an Unreal Engine-branded backpack, t-shirt, and more!Amanda BottMon, 07 Jan 2019 19:30:00 GMThttps://www.unrealengine.com/blog/get-ready-for-the-2019-global-game-jamhttps://www.unrealengine.com/blog/get-ready-for-the-2019-global-game-jamHow Kine came to beDuring one of our final Unreal Engine livestreams of 2018, we sat down with indie dev Gwen Frey, to discuss her upcoming 3D puzzle game, <a href="https://www.kinegame.com/" target="_blank">Kine</a>. Alongside Epic Games’ Lead Animator, Jay Hosfelt, we had the opportunity to learn what it took to create this musical masterpiece entirely in <a href="https://docs.unrealengine.com/en-us/Engine/Blueprints" target="_blank">Blueprints</a>.  <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/Yvl_xCjJ3lY" width="100%"></iframe></div> Over the course of the stream, Gwen explained how she took Kine from a simple side project to a fully fleshed out game, complete with a whimsical story of struggle and love. Discovering that there is more than one way to accomplish something in Unreal Engine, Gwen shared the practices she adopted to prepare her project for the limelight.<br /> <br /> Do you like the sound of Kine? Check it out on <a href="https://store.steampowered.com/app/824570/Kine/" target="_blank">Steam</a> and sure to follow the Gwen and her progress on <a href="https://store.steampowered.com/app/824570/Kine/" target="_blank">Twitter</a>!<br /> <br /> <br /> <br /> <br />  newsgamescommunityTim SlagerFri, 04 Jan 2019 18:15:00 GMThttps://www.unrealengine.com/blog/how-kine-came-to-behttps://www.unrealengine.com/blog/how-kine-came-to-beFeatured free Marketplace content - January 2019In partnership with Unreal Engine Marketplace creators, each month select content will be available for free to the UE4 community to give artists, designers and programmers even more resources at no additional cost.<br /> <br /> Check out the new content available this month! <h2><strong>January&#39;s Featured Free Content:</strong></h2> <h2><a href="https://www.unrealengine.com/marketplace/autumn-audio-bundle" target="_blank">Autumn Audio Bundle</a> - Hutvarev</h2> <div style="text-align: center;"><img alt="AutumnAudioBundle_770.jpg" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Ffeatured-free-marketplace-content---january-2019%2FAutumnAudioBundle_770-770x433-806e914947fbc7aa3d4ee3b56d6f0dcfabb0399d.jpg" /><br /> <em>A collection of 236 SFX, including footsteps, rain, lockpicking and more</em></div> <h2><a href="https://www.unrealengine.com/marketplace/interactive-open-world-foliage" target="_blank">Interactive Open World Foliage</a> - Project Nature</h2> <div style="text-align: center;"><img alt="InteractiveOpenWorldFoliage_770.jpg" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Ffeatured-free-marketplace-content---january-2019%2FInteractiveOpenWorldFoliage_770-770x433-4439e674f4fddf228f29db3866a8095eb34ed1bd.jpg" /><br /> <em>Dynamic foliage to fill your environmental scenes, with minimal performance impact</em></div> <h2><a href="https://www.unrealengine.com/marketplace/rodents-rabbit-squirrel-rat" target="_blank">Small Animal Behavior Pack: Rabbit, Squirrel, Rat</a> - Living Systems</h2> <div style="text-align: center;"><img alt="Rodents_770.jpg" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Ffeatured-free-marketplace-content---january-2019%2FRodents_770-770x433-31e5902d52a75041e7ff64df486a3c69e458150e.jpg" /><br /> <em>Drag and drop, interactive animals with enemy avoidance</em></div> <h2><a href="https://www.unrealengine.com/marketplace/sdf-robo-progress-bars" target="_blank">SDF Robo Progress Bars</a> - Krystian Komisarek</h2> <div style="text-align: center;"><img alt="SDFProgressBars_770.jpg" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Ffeatured-free-marketplace-content---january-2019%2FSDFProgressBars_770-770x433-66c2d10f1eddb84b9d4faf2f2095f8cb5997b8c3.jpg" /><br /> <em>An advanced master material for creating customized progress bars</em></div> <h2><a href="https://www.unrealengine.com/marketplace/stylized-desert-environment" target="_blank">Stylized Desert Environment</a> - Bad Rhino Games</h2> <div style="text-align: center;"><img alt="StylizedDesertEnv_770.jpg" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Ffeatured-free-marketplace-content---january-2019%2FStylizedDesertEnv_770-770x433-9b40f4cd76773e45d6421bf6adf6493a9c06b2d6.jpg" /><br /> <em>A collection of over 46 stylized desert plants and props</em></div> <h2><strong>New Permanently Free Content:</strong></h2> <h2><a href="https://www.unrealengine.com/marketplace/9efde82ef29746fcbb2cb0e45e714f43" target="_blank">Ancient Treasures</a> - Dekogon Studios </h2> <div style="text-align: center;"><img alt="AncientTreasures_770.jpg" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Ffeatured-free-marketplace-content---january-2019%2FAncientTreasures_770-770x433-ed001d7a4cb11bc60b47fdb340b2946a61f3ebf5.jpg" /><br /> <em>A collection of ancient gold, treasures and relics</em></div> <h2><a href="https://www.unrealengine.com/marketplace/a36bac8b05004e999dd4b1d332501f49" target="_blank">FX Variety Pack</a> - Kakky</h2> <div style="text-align: center;"><img alt="FXVarietyPack_770.png" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Ffeatured-free-marketplace-content---january-2019%2FFXVarietyPack_770-770x433-51db19114e767d2cf6c4616d50c3328945d3a6ab.png" /><br /> <em>A variety of more than 20 unique magic FX</em></div> <h2><a href="https://www.unrealengine.com/marketplace/3e2a3cb997cf47b1ab782a67957bfed0" target="_blank">Industry Props Pack 06</a> - SilverTM</h2> <div style="text-align: center;"><img alt="IndustryPropsPack6_770.jpg" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Ffeatured-free-marketplace-content---january-2019%2FIndustryPropsPack6_770-770x420-f4d7078e2394518b3720e8d0e3a105d711528080.jpg" /><br /> <em>A collection of props to decorate industrial environments</em></div> <br /> Download this round of free assets before they’re gone! More free content will be available in February, so be sure to check back.<br /> <br /> Are you a Marketplace creator interested in having your content featured for free to the community? Visit <a href="https://www.unrealengine.com/uesponsoredcontent" target="_blank">unrealengine.com/uesponsoredcontent</a>.<br />  Amanda BottTue, 01 Jan 2019 15:00:00 GMThttps://www.unrealengine.com/blog/featured-free-marketplace-content---january-2019https://www.unrealengine.com/blog/featured-free-marketplace-content---january-2019Enterprise sizzle reel highlights projects across automotive, aviation, architecture, film, and televisionAs the year comes to a close, Epic Games is happy to showcase the Enterprise Winter 2018 Sizzle Reel, a montage of some of the best Unreal Engine projects across automotive, aviation, architecture, film, and television. <br />   <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/EJldzS-oVYQ" width="100%"></iframe></div> <br /> The reel includes popular highlights from 2018—a ray-traced Porsche Speedster, stunning architecture from Zaha Hadid and Line Creative, virtual floods and fires from <a href="https://www.unrealengine.com/en-US/feed/all/the%20weather%20channel" target="_blank">The Weather Channel</a>—plus projects that we haven’t shown before by <a href="https://www.visuallane.com/" target="_blank">Visual Lane</a>, <a href="https://overview.artbyrens.com/" target="_blank">Art by Rens</a>, <a href="https://www.halvr.com/" target="_blank">HAL VR</a>, and many others. <br /> <img alt="blog_body_img3.jpg" height="auto" src="https://cdn2.unrealengine.com/UnrealEngine%2FNews%2F2018+Enterprise+Winter+Sizzle+Released%2Fblog_body_img3-1640x1000-ca08bcfb05b42a7aacfbf6a4299ba60a073cf56d.jpg" width="auto" /><br /> <img alt="blog_body_img4.jpg" height="auto" src="https://cdn2.unrealengine.com/UnrealEngine%2FNews%2F2018+Enterprise+Winter+Sizzle+Released%2Fblog_body_img4-1640x1000-619c640d797cf51db3ab76981b6b13ac95d05236.jpg" width="auto" /><br /> <img alt="blog_body_img6.jpg" height="auto" src="https://cdn2.unrealengine.com/UnrealEngine%2FNews%2F2018+Enterprise+Winter+Sizzle+Released%2Fblog_body_img6-1640x1000-c19efd5a06881c962a27fab43006db35339c084a.jpg" width="auto" /><br /> Want to be in our next sizzle reel? <a href="https://www.unrealengine.com/studio" target="_blank">Download Unreal Studio</a> and get started on your next Unreal Engine Enterprise project!Sat, 29 Dec 2018 15:30:00 GMThttps://www.unrealengine.com/blog/enterprise-sizzle-reel-highlights-projects-across-automotive-aviation-architecture-film-and-televisionhttps://www.unrealengine.com/blog/enterprise-sizzle-reel-highlights-projects-across-automotive-aviation-architecture-film-and-televisionSteam support in Unreal Engine 4<img alt="FB_Steam_UE.jpg" height="auto" src="https://cdn2.unrealengine.com/UnrealEngine%2FNews%2FSteam+Support+in+Unreal+Engine%2FFB_Steam_UE-1200x630-d63dcb79d060356681977fe887cba713d83c38c8.jpg" width="auto" /><br /> <br /> Unreal Engine 4 developers looking to ship on Steam should know that UE4 includes built-in support for integrating many features of the Steam platform into your Windows and macOS games.<br /> <br /> Networking and online features are handled through the Steam Online Subsystem plugin. When it’s enabled for your game, you will have access to the following Steam features through UE4’s unified <a href="https://docs.unrealengine.com/en-us/Programming/Online/Steam" target="_blank">Online Subsystem API</a>:<br /> <br /> • Online sessions and invites.<br /> • Matchmaking via peer-to-peer lobbies or dedicated servers<br /> • Firewall/NAT negotiation for peer-to-peer multiplayer via Steam Networking<br /> • Player authentication - new in 4.20<br /> • Rich presence - new in 4.19<br /> • Voice chat<br /> • Friends lists<br /> • Stats and leaderboards<br /> • Achievements<br /> <br /> In addition, UE4 supports additional Steam features outside of the online subsystem:<br /> <br /> • Steam Audio<br /> • Steam VR<br /> • Steam Controllers<br /> <br /> UE4 has always shipped with Steam support, and recently we have made progress with implementing new features and improvements, such as rich presence support in 4.19 and player authentication support in 4.20. Additionally, we’ve enhanced our Steam leaderboard implementation to be more consistent with online subsystems for other platforms. <br /> <br /> Steam support in UE4 is better than ever, <a href="https://docs.unrealengine.com/en-us/Programming/Online" target="_blank">so jump in and give it a try</a>. You can also check out the following plugins in the Unreal Engine Marketplace:<br /> <br /> <a href="https://www.unrealengine.com/marketplace/uworks" target="_blank">UWorks</a> - A plugin which provides complete Steamworks integration for both C++ and Blueprints.<br /> <br /> <a href="https://www.unrealengine.com/marketplace/steam-beacons" target="_blank">Steam Beacons</a> - A Steam plugin that enables you to easily create and manage player parties, which can be made without loading into a lobby map, and can be done from the main menu.<br /> <br /> <a href="https://www.unrealengine.com/marketplace/subsystemconfigurator" target="_blank">SubsystemConfigurator</a> - An easy-to-use plugin that allows you to control the Steam Online Subsystem from the project settings menu.Fri, 14 Dec 2018 14:00:00 GMThttps://www.unrealengine.com/blog/steam-support-in-unreal-engine-4https://www.unrealengine.com/blog/steam-support-in-unreal-engine-4Epic 2019 cross-platform online services roadmapSuccessfully launching and operating a live, online game requires a suite of services that go far beyond the functionality of a traditional game engine. These services are expensive to build, test and harden in real-world conditions, but once operational, are relatively inexpensive to scale to more games and more users.<br /> <br /> At Epic, our goal is to help game developers succeed. Throughout 2019, we’ll be launching a large set of cross-platform game services originally built for Fortnite, and battle-tested with 200,000,000 players across 7 platforms. These services will be free for all developers, and will be open to all engines, all platforms, and all stores. As a developer, you’re free to choose mix-and-match solutions from Epic and others as you wish.<br /> <br /> All services will be operated in a privacy-friendly, GDPR-compliant manner.<br /> <br /> <strong>Epic’s Online Services</strong> <p>The service launch will begin with a C SDK encapsulating our online services, together with Unreal Engine and Unity integrations. We’ll start with a core set of features and expand over time. Specifically:</p> <ul> <li><strong>Cross-Platform Login, Friends, Presence, Profile, and Entitlements</strong> (coming Q2-Q3 2019 to PC, other platforms throughout 2019): Provides the core functionality for persistently recognizing players across multiple sessions and devices; identifying friends; and managing free and paid item entitlements. This will support all 7 major platforms (PC, Mac, iOS, Android, PlayStation, Xbox, Switch) to the full extent each platform allows per-title.</li> <li><strong>PC/Mac Overlay API</strong> (coming Q3 2019): Provides a user interface for login, friends, and other features in a game-agnostic, engine-agnostic way.</li> <li><strong>Cross-Platform Voice Comms</strong> (coming Q3 2019 to all platforms): Epic is building a new in-game voice communications service supporting all platforms, all stores, and all engines, which will be available <strong>for free</strong>. (For developers needing an immediately-available voice solution, check out Discord, Vivox, TeamSpeak, Ventrilo, and Mumble.)</li> <li><strong>Cross-Platform Parties and Matchmaking</strong> (coming Q3-4 2019 to all platforms)</li> <li><strong>Cross-Platform Data Storage, Cloud-Saved Games</strong> (coming Q2 2019)</li> <li><strong>Cross-Platform Achievements and Trophies</strong> (coming Q3 2019)</li> </ul> <br /> The services described above are just our first steps. As you can see from our game and engine efforts, we’re also working on further support for user-generated content, enhanced social features, anti-cheat, and more.<br /> <br /> <strong>Reliability</strong><br /> <br /> We operate our services primarily on Amazon Web Services data centers throughout the world to bring the high reliability and wide international reach required by the next generation of online and socially-connected games.<br /> <br /> <strong>Connecting People</strong><br /> <br /> We connect developers and players across all platforms, and respect existing platform relationships and player accounts. For example, Fortnite runs on 7 platforms that are fully interoperable; the game requires no login on console, and supports multi-platform login via Facebook, Google, Xbox Live, PSN, and Nintendo accounts, in addition to Epic accounts; and supports Twitch account linking.<br /> <br /> Besides these existing account and service integrations, we’re eager to work with partners on further efforts to connect accounts, gaming services, and cloud services for a more seamless experience.<br /> <br /> Stay tuned for more information over the next few months.Epic Games StaffWed, 12 Dec 2018 16:30:00 GMThttps://www.unrealengine.com/blog/epic-2019-cross-platform-online-services-roadmaphttps://www.unrealengine.com/blog/epic-2019-cross-platform-online-services-roadmapThe 2018 Epic MegaJam results are in!<p dir="ltr">With over 200 submissions played and scored, we have wrapped up another exciting showcase of magnificent labors of love from the Unreal Engine community with the <a href="http://itch.io/jam/2018-epic-megajam" target="_blank">2018 Epic MegaJam</a>.</p> <p dir="ltr" style="text-align: center;"><img alt="TW_EpicMegaJam_Promo_181105.jpg" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fthe-2018-epic-megajam-results-are-in%2FTW_EpicMegaJam_Promo_181105-878x494-181f3288fce8e0fde02506a654d42106a59fb492.jpg" style="height: 433px; width: 770px;" /></p> <p dir="ltr">To kick off the event, the theme, “Reality Is Often Inaccurate,” was announced at the end of our weekly Unreal Engine livestream. Over the course of the following week, more than 500 developers poured their hearts into creating a variety of titles. Puzzle and horror games emerged. Tales of adventures, quirky hamsters, and more serious experiences, like that of a blind child or outliving a pet, surfaced by the time submissions were due. </p> <p dir="ltr" style="text-align: center;"><img alt="MegaJam_Collage.jpg" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fthe-2018-epic-megajam-results-are-in%2FMegaJam_Collage-770x770-1a0c04b9a8001c08d5b9425eaf87316f62f1fde8.jpg" /><br /> <em>See (and play) all the entries on the <a href="http://itch.io/jam/2018-epic-megajam" target="_blank">Epic MegaJam Itch.io page!</a></em></p> <p dir="ltr">The Unreal community never ceases to inspire and impress with the quality and creativity of submissions; all those who participated should be proud of their efforts. Game jams certainly test one’s stamina, perseverance, and skill. We hope all jammers stopped to have some fun along the way!<br /> <br /> After evaluating each game, three finalists and special category winners were selected and will receive prizes from our generous sponsors. <br /> <br /> And the 2018 Epic MegaJam winners are…</p> <h2 dir="ltr"><strong>Finalists</strong></h2> <h2 dir="ltr">MrRamm - <a href="https://mrramm.itch.io/the-doctor" target="_blank">The Doctor</a></h2> <p dir="ltr" style="text-align: center;"><img alt="THEDOCTOR_770.jpg" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fthe-2018-epic-megajam-results-are-in%2FTHEDOCTOR_770-770x433-72127b36a8f2f825d44f9a6a0a188866e1d239f3.jpg" /></p> <h2 dir="ltr">MrTapa - <a href="https://mrtapa.itch.io/liebrary" target="_blank">LIEbrary</a></h2> <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" scrolling="no" src="https://www.youtube.com/embed/9G2DBl4l-IA" width="100%"></iframe></div> <h2 dir="ltr">Autosave - <a href="https://autosave.itch.io/sowon" target="_blank">SOWON</a></h2> <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" scrolling="no" src="https://www.youtube.com/embed/5P28zWJM8LA" width="100%"></iframe></div> <h2 dir="ltr"><strong>Special Category Winners</strong></h2> <h2 dir="ltr">Something, Something Reality: BeeVR Buddies - <a href="https://gmilh.itch.io/tavrn" target="_blank">TaVRn</a></h2> <p dir="ltr" style="text-align: center;"><img alt="TAVRN_770.jpg" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fthe-2018-epic-megajam-results-are-in%2FTAVRN_770-770x433-f50dcfc2844570b1d2d8ea6ea610bb07284fa0a6.jpg" /></p> <h2 dir="ltr">On the Go: Katuta - <a href="https://katuta.itch.io/rift-ar" target="_blank">Rift AR</a></h2> <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" scrolling="no" src="https://www.youtube.com/embed/cWUWuVi4vMY" width="100%"></iframe></div> <h2 dir="ltr">Army of One: Justin Bowen - <a href="https://justin-bowen.itch.io/reality-shift" target="_blank">Reality Shift</a></h2> <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" scrolling="no" src="https://www.youtube.com/embed/RLbggJdiYhc" width="100%"></iframe></div> <br /> Congratulations, everyone!<br /> <br /> Many thanks to our wonderful sponsors, without whom we wouldn’t be able to offer fantastic resources and prizes to our jammers: <a href="https://software.intel.com/en-us" target="_blank">Intel Software</a>, <a href="https://www.falcon-nw.com/" target="_blank">Falcon Northwest,</a> <a href="http://logitechg.com" target="_blank">Logitech Gaming</a>, <a href="https://sidefx.com/" target="_blank">SideFX</a>, <a href="https://quixel.se/" target="_blank">Quixel</a>, <a href="https://www.dxracer.com/" target="_blank">DXRacer</a>, <a href="https://www.getsoundly.com/" target="_blank">Soundly</a>, <a href="http://www.assembla.com/" target="_blank">Assembla</a>, <a href="https://www.gametextures.com/" target="_blank">GameTextures</a>, <a href="https://www.unrealengine.com/marketplace/profile/Dokyo" target="_blank">Dokyo</a>, <a href="https://www.unrealengine.com/marketplace/profile/gameDNA" target="_blank">GameDNA</a>, and <a href="https://crowdforge.io/" target="_blank">Crowdforge.io</a>.<br />   <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/DSGZSCGE4Uk" width="100%"></iframe></div> <div style="text-align: center;"><em>Watch us cover the Epic MegaJam and play the winning games!</em></div> <br /> And thank you again to all those who participated! We adore seeing your work and hope that you’ll join us for the next jam in February. Keep an eye on <a href="https://twitter.com/UnrealEngine" target="_blank">@UnrealEngine</a> and <a href="https://twitter.com/search?f=tweets&amp;q=%23ue4jam&amp;src=typd" target="_blank">#ue4jam</a> for ongoing Unreal Engine updates and information about the next big event. <p> </p> Amanda BottMon, 10 Dec 2018 16:00:00 GMThttps://www.unrealengine.com/blog/the-2018-epic-megajam-results-are-inhttps://www.unrealengine.com/blog/the-2018-epic-megajam-results-are-inAnnouncing the Epic Games storeFor the past five years, we&#39;ve been building tools enabling Epic to bring our games directly to players. We built the Epic Games launcher on PC and Mac featuring Fortnite and Unreal Engine; we built a worldwide digital commerce ecosystem supporting dozens of payment methods; and we gained great economies of scale thanks to Fortnite&#39;s growth.<br /> <br /> <img alt="EpicGamesStore.jpg" height="auto" src="https://cdn2.unrealengine.com/UnrealEngine%2FNews%2FAnnouncing+the+Epic+Games+Store%2FEpicGamesStore-1400x788-115627d82416826e240d42891ede4afe7975ba19.jpg" width="auto" /><br /> <br /> As developers ourselves, we wanted two things: a store with fair economics, and a direct relationship with players. And we&#39;ve heard that many of you want this too!<br /> <br /> Soon we&#39;ll launch the Epic Games store, and begin a long journey to advance the cause of all developers. The store will launch with a hand-curated set of games on PC and Mac, then it will open up more broadly to other games and to Android and other open platforms throughout 2019. <br /> <br /> The Epic Games store will operate on the following principles:<br /> <br /> <strong>All Developers Earn 88%</strong><br /> Developers receive 88% of revenue. There are no tiers or thresholds. Epic takes 12%. And if you’re using Unreal Engine, Epic will cover the 5% engine royalty for sales on the Epic Games store, out of Epic’s 12%.<br /> <br /> <img alt="EpicGamesStore_InfoGraphic.jpg" height="auto" src="https://cdn2.unrealengine.com/UnrealEngine%2FNews%2FAnnouncing+the+Epic+Games+Store%2FEpicGamesStore_InfoGraphic-1920x1080-df66848d0d804e4366355775eae247a9abdeb1e7.jpg" width="auto" /><br />  <br /> <strong>Have a Direct Relationship With Players</strong><br /> People who buy your games automatically subscribe to your newsfeed so you can reach them with game updates and news about upcoming releases. The newsfeed is front-and-center.  You’ll also be able to reach your players through email, if they choose to share it.<br /> <br /> <strong>Connect with Creators</strong><br /> YouTube content creators, Twitch streamers, bloggers, and others are at the leading edge of game discovery. The 10,000-strong Epic Games Support-A-Creator program helps you reach creators, so they can help you reach players. If you opt to participate, creators who refer players to buy your game will receive a share of the revenue that you set (tracked by code or affiliate marketing link). To jumpstart the creator economy, Epic will cover the first 5% of creator revenue-sharing for the first 24 months.<br />  <br /> <strong>Developers Control Their Game Pages</strong><br /> As a developer, you control your game page and your newsfeed. There will be no store-placed ads or cross-marketing of competing games on your page, and no paid ads in search results.<br /> <br /> <strong>All Engines Are Welcome</strong><br /> The Epic Games store is open to games built with any engine, and the first releases span Unreal, Unity and internal engines.<br /> <br /> <strong>When You Succeed, We Succeed</strong><br /> We’ve built this store and its economic model so that Epic’s interests are aligned with your interests.  Because of the high volume of Fortnite transactions, we can process store payments, serve bandwidth, and support customers very efficiently. From Epic’s 12% store fee, we’ll have a profitable business we’ll grow and reinvest in for years to come!<br /> <br /> --<br /> <br /> More details on upcoming game releases will be revealed at The Game Awards this Thursday, December 6th.Tim SweeneyTue, 04 Dec 2018 14:30:00 GMThttps://www.unrealengine.com/blog/announcing-the-epic-games-storehttps://www.unrealengine.com/blog/announcing-the-epic-games-store