2024-12-31 23:34:04|Myriagame |source:minecraft skins
EPIC released the Unreal Engine 5.5 today, which can now be via EPIC LAUNCHER.This version has made significant improvements in the aspects of animation creation, rendering, virtual production, mobile game development and developer iterative tool sets.
Official blog:
Unreal Engine 5.5 has been released. It has made significant improvements in animation creation, virtual production and mobile game development. Many functions in the fields of rendering, visual effects and developers in the camera can also be used for production.At the same time, we continue to break through the boundaries through exciting innovation such as Megalights.Here are some functional highlights.
Unreal 5.5 Publicity Video:
Animation
UE 5.5 provides new functions and enhanced functions, helping to promote the animation creation work process in the high -fidelity editor, enabling you to harvest the advantages of making animation in the context, and reduce the needs of switching DCC applications back and forth.Animation game creation tool set has also increased.
Sequencer's version significantly enhances the non -linear animation editor of the illusory engine Sequencer. It now has a stronger interface, more powerful screening capabilities and more convenient attribute access functions.EssenceWe have also added non -destructive animation layers, which provides additional control and flexibility that can only be achieved in traditional DCC applications.Come to create animation.
Finally, you can set up different dynamic movie scenes more easily, and trigger through interactive ways, for example, in the interactive movie, according to the player's choice, trigger conditional state changes, or custom binding, the objects in the game movie are carried out, and the objects in the game movie are carried out.More subtle control.You can also use the curve to twist the sequence time and regain the starting point of the subsequent or lens.
Animated transformers you can now make more realistic animation effects (such as contact deformation, or better cartoon style squeeze and stretching), you can also make animated animation transformers in control binding, and easily easily and easilyApply it to the character in Sequenceer.
In addition, there is an Animator Kit plug -in, which contains a series of ready -made control bindings with built -in transformers (including grille, camera grille and sculpture), and some practical control binding. You can use them in the animation.You can also use them as an example to make your own binding driver or auxiliary binding.
Modular control binding, in addition, modular control binding has entered the test stage, it provides many improvements in user interface and user experience; new four -foot animal and vehicle module have been added;The skeletal editor is now available for production conditions, and its improvement includes a faster and simpler workflow in terms of drawing and editing weights.
As part of the Metahuman plug -in, Metahuman Animator, Metahuman Animator has also been upgraded in this version.It used to launch as an experimental function. Now, only the audio performance can generate high -quality facial animation (including inferring the facial expression of the upper part).This completely local offline solution can be used with various voices and languages, and input with other Metahuman Animator input for batch processing and script processing.
Mutable characters Customized if the game developers need to dynamically change the content during the project, they will cheer for the new Mutable character customization system.This system can be used to generate dynamic skeletal grids, materials and textures for characters, animals, props, weapons, etc., while optimizing the use of memory, reducing the cost of color device, and reducing the number of drawing calls.Different from the native tools that modify the content during runtime, Mutable supports the deep customization of multiple parameters and texture layers, complex grid interaction, and the texture effect of unlikely GPUs.You can explore the function of Mutable in the corresponding example items, which will be released in the next few days.
In addition, the selector has reached the state of production.This strong game context asset selector provides a framework. If users need to write complex logic, they can choose the animation to be played according to the game context.It can now be used to choose almost any type of assets: from simple random selectors to database drive logic involving thousands of animations, covering a variety of complexity.You can try these functions in the updated gaming animation example (https://www.fab.com/listings/880e319a-A59E-4ED2-B268-B32DAC7FA016).In terms of rendering, we continue to fulfill UE5's commitment to performance and trueness, while maintaining our leading position in real -time rendering innovation.
Lumen benefits from multiple improvements in the underlying system of HWRT (HWRT). Lumeon can now run at a refresh rate of 60 Hz on a hardware -supported platform.These improvements also affect the performance and functions of the path tracker and light baking.
The path tracker talks about the path tracker, which is now available for production by DXR accelerated and physical and accurate.quality.This version has brought a series of improvements in terms of performance and preservation, providing support for Linux, and supporting all other functions that can be used for production such as the sky atmosphere and volume cloud.At the same time, Substrate, at the same time, the material production framework Substrate introduced as an experimental function in the Unreal Engine 5.2 has also entered the test stage.It now supports all the functions of traditional materials and is compatible with all platforms for UE deployment.Although the comprehensive optimization of Substrate in real -time application is still underway, it can now be considered that it has been fully prepared for non -linear materials; exterior development artists can use its powerful and flexible framework to further control the appearance and appearance of the object and the appearance and the appearance of the object andFeel.
In this version, the film rendering table, the film rendering chart (MRG) launched as an experimental function in Unreal Engine 5.4 has also entered the test stage, and we invest more resources for its chart -based configuration workflow.This brings the improvement of the workflow, for example, it can use custom EXR metadata; improvement according to the initial user feedback, including supporting the available objects in the set;Support object ID).In addition, MRG's rendering layer function now fully supports all types of assets, including translucent objects, Niagara special effects, heterogeneous volume, terrain, and sky atmosphere without using sky balls.
Finally, MRG provides an experimental space -time noise reduction for the path tracker that enables the linear sequence to get high -quality results.
This version of Megalights also provides a preview of new experimental features, which we call megalights.Megalights can be said to be "Nanite in the field of light", so that you can add hundreds of dynamic projection light sources in the scene.For the first time, the light artist can freely use the light source, light source functions, media texture back and volume shadows with soft shadows on the host and PC, so that the attention points are concentrated on art considerations rather than performance effects.
The virtual production illusory engine is at the forefront of the virtual production revolution. Its special camera's visual effects (ICVFX) tool set is providing motivation for many international film and television and advertising production.The cumulative investment of multiple versions has enabled the ICVFX tool set to reach the state of production in UE 5.5. At the same time, other virtual production and visualization functions have also made progress.
The support of SMPTE 2110 Standard Unreal Engine for SMPTE 2110 standard is a good example.Through a lot of stability improvement, automatic detection and repair frame lock loss, PTP as the function of timing code provider, OCIO support for 2110 media, and other improvements in IP video signal streams, the illusory engine can already meet the real ICVFX projectDemand demand for transition to SMPTE 2110.
Calculate the camera calibration of camera calibration UE 5.5 has also reached the production status that can be used, which greatly enhances the accuracy of lens and camera parameter estimates.Thanks to this work, all cameras have built -in scanning function to support the use of lens distortion for rendering or adding camera shake in the later stage.
The virtual survey launching virtual survey tool set launched in UE 5.4 is updated, which is another function that can be used for production. It uses HMD compatible with OpenXR (default supports Oculus and Valve Index) to provide a strong outpowling., And provide new custom opportunities through the high -profile API.This tool set also provides new VR content browsers and asset placement functions, changing small tools that can be customized by blueprints, and further optimization of color corrected landscapes.
The color grading panel color grading panel was part of the ICVFX editor. It is now widely used in the illusory editor. It provides a rich interface for artists in all creative color processing in the unreal engine scene.The panel now also supports the later processing volume, film camera and color correction area, providing a enhanced color grading experience for all artists (not just artists using NDisplay).
The DMX Unreal Engine's DMX technology stack is not only suitable for virtual production, but also for broadcasting and live activities. It adds a series of tool sets that can be used for production, and enhance the functions of console, pixel mapping and conflict monitor.This version also adds support for the GDTF standard to the DMX plug -in to connect with control devices and software that supports GDTF and MVR, and provides other enhanced functions.
In terms of mobile game development, we have been increasing investment in mobile platforms in order to make illusory engines the best engine for mobile games and cross -platform 3A games.A series of new features are introduced to the renderer to improve the visual preservation on the platform.It now supports D-BUFFER paste, rectangular area light sources, capsule shadows, dot-light sources and concentrated sources of mobile IES texture, volume fog, and Niagara particle light sources.Screen space reflex can now be used in the renderer and delay renderer in front of the mobile end.In addition, automatic PSO (pipeline status object) pre -saving function introduced during the operation of Unreal Engine 5.4 has now been opened by default, so as to provide a faster and simpler alternative solution for the collective PSO collection work process.At the same time, in this version, the mobile tracer has been improved, which can help the content development of mobile games.These improvements include descriptions that can capture and preview specific Android devices, as well as simulated semi -precision 16 -bit floating -point shaders, making testing and processing pseudohadows simpler.
Developer iteration
With the release of Unreal Engine 5.5, we will continue to improve the basis of the data processing pipeline of the illusory engine to meet the growing scale and our ambitions in the creator experience, and realize that faster developers iteration and efficiency will bring more efficiency.High -quality results.
Unreal Engine 5.4 introduces the optimized cache data storage and new network communication architecture -Unreal Zen server, which has now reached the production state of production*, which can be deployed as shared derived data cache (DDC).
In this version, the Zen server can now send baking data to the target platform (from PC and host to mobile platform).This experimental new feature enables developers to evaluate the appearance and behavior of the game on the target platform (from the host to the mobile device) during the development process.
There are also several additional functions that can also be used in this version to be used for production, including: Unreal Zen loader, which provides an optimized asset loading path for the editor system and baking process;It provides faster C ++ and color device compilation; and the unreal HORDE continuous integration and remote execution, which brings a more efficient scalable development workflow.
* It can be used in production status to Windows host; other applicable platforms are currently in the testing stage.
FAB integrated
Last month, we announced the opening of the new one -stop content mall.FAB has now been integrated into the Unreal Engine 5.5, which allows you to drag and drop a single asset (such as Quixel Megascans) directly into the scene.You can also add the asset package in the FAB to the content browser.
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