Unreal Engine 4.27 Overview | Inside Unreal

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[MUSIC PLAYING] [SINGING IN NON-ENGLISH] [SIGHING] [MUSIC PLAYING] [YELL] [MUSIC PLAYING] [NON-ENGLISH SPEECH] SPEAKER 1: Look at the fafa [LAUGHTER] [MUSIC PLAYING] [LAUGHTER] SPEAKER 2: Here comes the fafa is what we'll say every single time. SPEAKER 3: Like a kick in the guts. SPEAKER 4: I'd run off and I'd cry. SPEAKER 3: Here comes young, the fafa SPEAKER 4: When kids in the village would sing that in front of dad-- [NON-ENGLISH SPEECH] SPEAKER 2: He'd get so angry. [YELL] SPEAKER 4: Yeah? SPEAKER 5: Iopu! Son, walk like a man. SPEAKER 3: Our sister would catch us wearing her stuff. SPEAKER 4: But I thought I looked pretty. A dancer's in the village. I'd want to put on Tuiga headdress. [MUSIC PLAYING] SPEAKER 3: Then the whole village would stare. People would laugh. SPEAKER 2: The light went dark, and I felt nothing. [WHISPER] [MUSIC PLAYING] SPEAKER 4: Here comes the fafa Here comes Iopu the fafa! Here comes the Fa’afafine SPEAKER 3: But I'd go to the mountain. SPEAKER 4: And bounce by the waterfall. SPEAKER 2: Being free was a beautiful thing. SPEAKER 3: If I leave, I'll take my roots with me. A piece of home to carry. SPEAKER 4: In my blood. SPEAKER 6: Hold on tight. SPEAKER 3: As I shift in the wind, I will land and plant these pieces. And I'll grow. Walk like a man, Iopu! That's what dad used to yell. I reckon I'll walk just like me. (SINGING) [YELL] [SINGING IN NON-ENGLISH] [APPLAUSE] [SINGING IN NON-ENGLISH] AMANDA: Hey, folks! Years of research were spent to bring real-time global illumination and reflections to Unreal Engine--which resulted in Lumen. In our latest video overview, Lumen in UE5: Let there be light!, we share exactly what it is, discuss its features, and walk you through a high-level overview of how it works. Head over to the Unreal Engine YouTube channel to get started. Alright educators! Hold your students' attention using one of the most popular games in the world. With our free Fortnite Creative lesson plans, you can explore science, design, and history concepts using a dynamic game environment. Find these materials on the Unreal Engine blog. Give yourself extra fuel with our dedicated learning path for the 2021 Epic MegaJam, our exciting seven-day game jam kicking off August 26. Featuring courses on getting started in UE, packaging, and more, this series will help you be ready--and you can earn a limited-time event badge for completing it by September 16! Register now on Itch.io and start the courses via the Unreal Online Learning portal. How do you make an already great game even better? The developers at Square Enix share how they took advantage of PlayStation 5's extra performance power to bolster FINAL FANTASY VII REMAKE's lighting, framerate, VFX, load times, and more for INTERGRADE--get the deets on the feed! Creating an animated short film in less than three months with a very small team while working from home is no small feat. But that's exactly what one Cornish studio has achieved. Adapted from wordless children's book Wylder, explore how the Engine House created their film with final pixels rendered entirely in Unreal. When Scavengers Studio revealed Season at the 2020 Game Awards, unsurprisingly, adoration for its beautiful 2D illustrative art style poured in--and we had to know what inspired them, and how they pulled it off. The Montreal-based team shares a peek behind their stunning visuals on the feed--don't miss it! Increasingly, the products you see advertised in commercials are CG replicas--not footage of the actual product. These digital twins are becoming the norm. Steer over to the feed to learn how the power of AWS cloud computing and real-time rendering has been combined in Mackevision's new render-on-demand system, offering a way to create personalized, photorealistic marketing assets in seconds. Using virtual production and digital human tech, Madison Beer, Sony Music and Magnopus have set a new bar for virtual concerts, thrilling fans who had no choice but to stay at home. The real-time techniques enabled them to bring the same digital experiences to fans around the world--go backstage and learn how they composed The Madison Beer Immersive Reality Concert Experience. If you're ready to explore the latest virtual production features in Unreal Engine 4.27, join us on Wednesday, August 25 for a free webinar! We'll reveal more about how this release will unlock new potential for the creation of both live-action and animated content, and talk about how the explosive growth of in-camera VFX and broadcast virtual graphics inspired the development of 4.27. Register today! And now over to this week's top karma earners. Many, many thanks to: ClockworkOcean, Everynone, GRIM.YA, LunaNelis, dannymozzer, FatalBreak, Deathrey, Sakkash, LightCanadian, and Shadowriver. Our first community spotlight this week is a video series created in homage to Dragon Age from Leo Torres. These lovely scenes served as a playground for trying out Lumen and Nanite in UE5 Early Access. Go get more tech details and give your feedback to Leo on the forums! Coming at you from Grimware Games, Ghost Knight: A Dark Tale is a 2.5D action platformer, set in a cartoonish dark fantasy world. As Ghost Knight, a spirit bound to a suit of armor, traverse the dark land of undead, Demons, Witches, and Beasts to stop the Mad King's misled quest and free Lorentia. Wishlist Ghost Knight now on Steam! In celebration of the 20th anniversary of the game Golden Sun, the Virtual Video Game Orchestra released an arrangement of "Prologue" by Jonathan Shaw. Built in Unreal, the video showcases musicians from all over the world and allows the editor to quickly shape the performance. Watch the full event in the forums! Thanks for watching this week's News and Community Spotlight! AMANDA: Hi! And welcome to Inside Unreal, a weekly show where we learn, explore, and celebrate everything Unreal. I'm your host, Amanda Schade, and we're excited to get started today. We're going to talk about Unreal Engine 4.27 and some of the exciting updates that are coming. And to help me do so, we have Andy Blondin, senior product manager. ANDY: Hello, everyone. Here at Epic, I work with the virtual production team on some of the features. And today, we'll be covering a bunch of the things that we've put into 4.27. So, I look forward to chatting. AMANDA: And Antoine Guillo, product specialist for AEC. ANTOINE: Hey, everyone. So I work on Datasmith, Dataprep, and some other features like LiDAR, doing some QA, and getting you guys feedback. AMANDA: Awesome. Chris Kulla, principal rendering manager. CHRIS: Hey, everyone. I work on the ray tracing group here at Epic. I've been here about a year. I come from a film and visual effects background. And I'll be talking about some stuff I've been doing. AMANDA: Thanks. Ryan Mayeda, senior technical product manager live from an LED stage. RYAN: Hello, everyone. I'm Ryan. I'm a Pisces, and I live in LA. So I'm one of the product managers on virtual production. I work really closely with Andy. And I'm excited to talk about the stuff we have coming in. AMANDA: Awesome. And Steve Smith, our XR lead. STEVE: Yeah, hi. I'm Steve Smith. I'm in the Seattle office. So a little north of LA and I lead the XR team on the engine, doing all things AR and VR in Unreal Engine. AMANDA: Awesome. All right. Well, first of all, thank you all so much for coming. We have a lot of really cool content to share today to give the folks at home some-- we're going to start off with Steve. He's got some XR updates for us, and then he's got to dip out. So we'll let him take it away and dive right in. STEVE: Awesome. Thank you, Amanda. OK. In the world of XR, we've got three things to note for 4.27 that I wanted to talk about. First, OpenXR being production ready, we've also added some fixed foveation VRS support for desktop VR, which is currently experimental. And we also added new VR and AR templates. So first, OpenXR, for 4.27, our OpenXR support is now officially out of beta and is considered production ready. So historically, to support VR and head-mounted AR in UE4, you'd need to enable a bunch of different plugins for different runtimes. New devices, they'd need to support existing runtimes, or a game, would have to be ported to support a new runtime. With OpenXR, we now have a single service to support all the things. So this is going to make life simpler for you guys, for the developers, since there's just one plugin now. And you've got consistent behavior. And it's really a boon for us on the XR team as well, since now, we're going to have more bandwidth to focus on innovation. And speaking of innovation, VRS is a pretty cool new feature. So we've added experimental support for image-based VRS for 4.27. So currently, that's only focused on XR use cases, specifically fixed foveation in a VR headset. So you're probably wondering-- well, you may be wondering, what is VRS? So the TL;DR for that is, we can basically provide an image for the GPU that is going to describe how much detail to use in different parts of the frame buffer. So by default, it's always a one by one shading rate. So that's one indication of a pixel shader per on screen pixel. So VRS can actually allow us to define groupings of up to four by four pixels, so groups of 16 per single pixel shader invocation and then various combinations below that. So for the VR fixed foveation use case, we can reduce the shading rate towards the edges of the view with virtually no visual impact due to the lens distortion. So on the slide there, you can actually see the picture of the motorbikes. The red shading there actually shows what that fixed foveation attachment looks like. So we're actually seeing significant performance improvements using this. In some experimentation I did, I actually saw the base pass time on the GPU cut in half when using aggressive fixed foveation. Currently, this is only supported on DX12. But we've got a Vulcan implementation in the works, probably for UE5. It's exposed through a new setting under the renderer settings in the engine, in the VR section. We're definitely going to be continuing to refine and improve on this tech, since the initial results through experimentation have been so good. We're looking at adding eye track based foveated rendering of future release for headsets that support it. And we're also going to be looking at extending this tech beyond just VR use cases. So it's definitely worth keeping an eye on. Also, we've added the new VR and AR templates. So the new handheld AR template, greatly improved UX design. It's a great starting point for any handheld AR applications, and it runs both on Android and iOS. And we've also added a completely new VR template. So our old VR template was definitely not the best example of VR in Unreal Engine, did not age well. Our new template is significantly improved. It's all new content. It's designed specifically around OpenXR as well. And it shows best practices for room scale VR. So Victor Brodin is actually going to be talking about that in an upcoming livestream on September 2. So tune in for that for more details. So that's everything from the XR team for 4.27. I'm going to hand off to Ryan who's going to go into virtual production and in-camera VFX. AMANDA: Great. Thank you so much, Steve. STEVE: Thank you. RYAN: Also, once again, I'm Ryan. So I'm coming to you looking live here from the Epic Games large stage at NantStudios. So we call it the large stage, but it's technically the Los Angeles R&D Stage. But a bunch of us have been here making sure that all of the features of 4.27 are going to work on real stages. And so that kind of starts with a big production test we did. Next slide. So this has been posted already. Hopefully, a lot of you have seen it. If you haven't, it should be easy to find on our website. But over the past several months, we were putting together a big-- like a production test. We were shooting real shots. Proving things out as far as all of the new features that were coming in 4.27, just as a way of making sure that the next release is ready to go for real productions that are going to go to shoot with this. In addition, there's a bunch of behind the scenes stuff talking with the different filmmakers that were participating in it with us, as well as our DEV team, the people that were building the features and working hard behind the scenes to have our code base ready to go. So I mean, I guess with that in mind, also thought it might be good to just maybe give a little bit of context on in-camera VFX, just what it is. So next slide. Oh, sorry. I just skipped ahead. The last thing to mention related to our production test is that we are sharing sample content. So if you watch the production test, you'll see that it goes through a number of different scenes. And all of these things are going to be available in this sample project that's going to accompany the 4.27 release. So there's three new scenes that are part of this. And then if you also watch the piece, we're using the Memories of Australia asset pack which is already available in the Marketplace. So next up is maybe a little bit of stuff I prepped just to give people some background on what in-camera VFX is. So next slide shows-- this is just what the stage looks like when it's populated with an environment. You get a sense for what is physical and what is virtual. So everything that you see on the wall, as you would when we replace the grid with the real scene here is a full real-time environment. And the other thing to note about the stage space itself is that it's immersive. So in addition to being what's in the background, it's also an immersive space that also lights the characters, gives real time reflections in the physical objects. So the next slide shows the way that the camera works. So another thing to note here is that we are using a live track camera. And this in particular, I think, it's a good way of showing how game development is changing the way and transforming the way that movies and TV shows are made. Right? So when you're playing a game, you're accustomed to being-- you're accustomed as the player to controlling what the camera sees, where the camera goes. And in-camera VFX effects is kind of the same concept. But the director, cinematographer, camera operator, et cetera, like they're the player, and they're live controlling what the camera sees and where it goes physically. Right? So we're moving the camera physically, and it's adjusting what the camera sees. And this picture in picture's always the correct perspective of the camera. So next slide shows that in action. So this is sort of better than just a 2D image or a video playing behind. Because no matter where the camera goes, it's always seeing an accurate perspective of what you're supposed to see. So inside of where the camera moves, what the camera sees is always moving. And what's outside of it remains still, because that's what shows up in the lighting and reflections. The idea here is we're providing the directors a more tactile way, like shooting virtually in a way that feels a lot more like how they're shooting if they're actually at the location. So that all starts to segue back into the actual features that are coming. So next slide. Yeah. So diving to the features for 4.27, we feel really confident about this collection of features that are all part of the engine that are necessary for in-camera VFX. The idea here is that this in-camera VFX workflow is now something that anybody can do. I think the big ticket items to call through are multi-GPU support. So what this means is that you're able to use computers to drive the wall that have more than one GPU. This allows us to scale better for large volumes. So this is a pretty big one. Some of the productions that we're seeing are much larger even to accommodate the types of epic scenes that they want to produce. But with multi-GPU, you're able to use one GPU that that's dedicated to the pixels that you see in-camera. And you use another GPU to drive what's outside for lighting and reflections. This gives a lot more flexibility for content creation. It's just basically a lot more graphics horsepower to keep things at the horsepower driving, like the concept that you actually see. In 4.27, we've optimized for two GPUs per machine. We're definitely exploring other options to take this further. But this is kind of a big jump from one to two. And it also allows us to reduce the total number of machines, bringing the cost down hopefully as well. And all of this is in service of this idea that filmmakers can turnaround live creative changes during a shoot. So the scene is always live. You're able to make real time changes, just like you do in the editor. And that's going to be reflected in what you see on screen. So next slide is for multiple cameras. So this is another thing that we just want to call out, and the multi-GPU performance that really helps with it. But it's very common to shoot with multiple cameras. And you're able to do this on the LED wall. This is a little example that shows how it works. Right? So you have two cameras. You also get to [INAUDIBLE] that are tracked to each camera. And with MGPU, it just, again, leaves more of the graphics horsepower available to drive more than one camera. We've also made a bunch of optimizations and workflow improvements just to make it easier to configure. So the idea is that, with nDisplay, you're configuring all the numbers of cameras you need. And you just turn them on and off as you see fit. And then you're only rendering the cameras that you have enabled. Next slide covers traveling shots. So traveling shots is a very common thing. And we're all accustomed to seeing maybe some fake looking car driving shots. This is a really common workflow that people are using the LED walls for. So we have some big improvements on the rendering side to make this look more realistic. The first thing has to do with motion blur, so with the way that the background is moving. And so with this feature, or with this release, we've introduced a feature that allows you in nDisplay to disable the camera motion blur. Because the idea here is that the objects are moving. You want the object motion blur, but the camera motion blur is going to be coming from a physical camera as it's moving. So this really seems like a subtle thing, but it's what makes the image look more realistic. So you're not getting excessive motion blurred background images and reflections. That's more related to the 3D side of things. On the 2D side, our team has done a bunch of optimizations for EXR playback. So sometimes people are just playing plates. We want them to be able to do that in the engine as well. So with EXR, there's a bunch of performance improvements to allow that. Next up is the nDisplay Config Editor. So for anyone who's tried to configure nDisplay before, it's in the past been a little bit challenging. With the configuration file, it's something that is a little bit error prone, a little bit opaque. And it's just can't really see what you're configuring. Right? When you show up to the wall, you just want to see-- as you're configuring the different strains, you want to be able to see it live. So that's what the Config Editor really sets out to achieve. The Config Editor's like a new feature. It lets you visualize all of the different display setups that you have. You can create your cluster, arrange the viewports, and then map those viewports to different GPU outputs. We've also consolidated all of the different Blueprints. In the past, it's a single Root Actor. So all the parameters are together. They used to be scattered apart and hard to find. For in-camera VFX specifically, that stuff has been a big, big gain. Because the operators on stage will be changing things in a whole bunch different places. And they could get lost or not realize it's there. So now it's all consolidated in one place, make it easier to change and easier to address what the director wants in the moment. And then last but not least, you can actually see the display cluster live in the level. So wherever you move your nDisplay Actor, you can see what the screens are going to see live and in the editor. It just takes the guesswork out of positioning where you're going to go and what you're going to see. Next up is color science. So color science is a big deal for filmmakers. I mean, I think it's a big deal for everyone. But our goal here was to really make sure that what the filmmakers get when they film a scene on the LED wall is accurate. So the big ticket idea here is that, when artists are creating the scenes in Unreal Engine, they're looking at it on their computer screen. What we want to do is match what they see when they're creating the scene at the desktop to what the camera sees when the same scene goes through the LED wall. So we're doing this with some tech called OpenColorIO. So we've had OpenColorIO support for a while. But now, it's been expanded to include nDisplay. And we've also done a lot of research and experimentation on the process for doing this calibration. So we'll be sharing a bunch of documentation on that with everyone, just further the discourse on what the right way to approach this is and what the best practices are. Next up is Level Snapshots. So this is a little bit more of a workflow pipeline tool that allows you to save and restore the state of a given level. On stage, this is used a lot to say, OK, we're shooting the scene in this area. And then we're going to shoot a bunch of shots there, and then we're going to move over to that scene. And maybe we're doing some floor shot changes. So this lets the operators keep everything in the same level but have different snapshots that are used for different sort of set ups, so to speak. Level Snapshots will basically take a snapshot of all the actors present in the scene. And it'll also allow you to selectively restore things. So oftentimes, directors will be like, I want it to be like it was last week but everything except for the trees. Leave those as they are. It just lets them be more flexible with how they bring things back. More on the tech side, you can define customizable rule sets. So if there's a common frequently used set of filters for restoring, you're able to do that. And we also support adding and removing Actors. So if you take a snapshot and add something, it'll let you remove it and vice versa. If you remove something, try to restore a snapshot, it'll help you bring it back. Next up is the Multi-User Editor. So Multi-User has also been around for a while. It's kind of a critical component of how all of the machines talk to each other. It's how the desktop operators can make changes that are then reflected on the LED wall. There's been a lot of stability improvements for Multi-User, just so that it's just solid and performing as expected. Right? So any change you make is then propagated over to the LED wall. We've also had some optimizations for creating large assets in session. A lot of this has to do with recordings in particular. We've improved save times. And we've also added some additional nuances that are related to Take Recorder which is primarily this ability to from one client initiate recording on another client. That's kind of a big, big workflow gain for the way that the operators choose to lay out what happens on which machine. Next up is the Virtual Camera. So pivoting away a little bit more from the LED wall side of things, we have some updates to the Virtual Camera setup. So the main thing here is a dedicated iOS app, just better UX for how you use the iPad VCAM. This is going to replace the Unreal Remote2 app. We've also added rebroadcast support for Live Link virtual subjects. This is really useful, especially if you're using a game controller to pilot the Virtual Camera. And we've also improved things for multi-user support, just for who's controlling the camera when in a session. And then last but not least from my end is an update to the Live Link Face. So this is another one of our iOS apps. And the main feature here is rest pose calibration. So this is a really improving the live quality. It allows you to account for the individual performer. In a nutshell, you can capture a rest pose that's specific to the person that's actually doing the facial capture. And this is going to improve things, especially for lip-sync and closed mouth expressions. We record both the clean and calibrated data. So you can get back to both ways if you want. And then we also have added proper support for iPads. And so for those of you who have an iPad but not an iPhone, we have a more native experience. And the UI is just going to be proportioned correctly for iPad. That's it for me. Andy's going to take over and cover the rest of our virtual production stuff. ANDY: Yeah. Thanks so much, Ryan. Next up, we're going to touch on the remote control web UI that we've built. We have a full new kind of UX around this. The purpose of the web UI is to allow the filmmakers the ability to easily extract the controls that you want to control from inside the level, put them on to an easy touch interface that's web based, that allows you to, with no scripting or anything required, attach properties to be able to be controlled from an iPad inside the volume. But because it's fully web based, you could actually run it on any kind of device that you want. So you can see in these examples here, you can put color corrections on there. You can put anything onto a slider that you want to control. So it makes it very easy and tactile to easily control properties inside the scene, the lighting, direction, color changes, all those kinds of things. And so we've built corresponding web widgets that match all the properties. And I've shown some there, which you can see on the left hand side. There's sliders, buttons, toggles, all the kinds of things that you'd want to be able to use. And it works fully with Multi-User. So when you trigger these properties, it also will trigger across the whole cluster itself. And so remote control has become a central piece for the filmmaker to be able to control their stage in an easy fashion. Next slide. So along with that, we've extended this remote control area into also hardware devices. So we realize some people are using DMX, OSC, and MIDI to control parts of the engine. And what we've done is take this remote control plugin and allow you to also not just use web technologies but also use those protocols. So with OSC, DMX, and MIDI, a lot of times you have hardware control devices. So you can see on screen there I have a little music MIDI controller that has dials on it. And I can control, say, the camera's focus. And I'm racking back and forth, where I can bind it to the sun direction. And it allows somebody to have a tactile feel and build out these control systems in the way that they see fit. So all those changes, again, replicate through both the Multi-User and the nDisplay system. So you can control the whole volume in this way. And we built in some nice features that allow you to auto bind to these properties. So you don't have to be a tech artist. You don't have to know Blueprint. You can just expose the property, go to your MIDI device, turn the dial. It binds to that, click to let it know that you're done binding. And then off you go. You can set the ranges and the limits. So it's a pretty cool feature. I'm really excited to see where people take it with this next release. So next slide. Next up is lens distortion. So we've invested quite a bit on getting a lens distortion pipeline up. This is our first pass at putting in both a lens distortion shader, a process in which you can calibrate your own lenses. So you can see on this example Trent is holding up a checkerboard there. So we use OpenCV that's natively built into the engine now to use image recognition to match those patterns. And you can go ahead and derive basically all the lens distortion coefficients. Along with that, we can map the encoder. So if you have your zoom and your focus on your lens, we have pairs along those so that your CG camera will match that physical camera. So it helps for depth of field matching. There's a process for calibrating the nodal offset as well based on this image recognition. So it will automatically calculate where the nodal position of the lens is, which is always really tricky. And then we've also added the ability to import ST-Maps from Nuke. So a lot of the filmmaker typically will go through the process of shooting these grids, processing them in Nuke, and then exporting something called an ST-Map. And this allows for that same kind of workflow. So you can see on the bottom there we're getting results from the CG as we fade from the real life white and black checkerboard to the black and red checkerboard there and matching those as accurately as we possibly can. So along with the tracking, we've added support to stream live values into the engine for certain of the tracking providers, along with the Preston and Master Lockit's devices as well. And one of the small ones too is this Free-D protocol support. So a lot of the robotic cameras, pan tilt zoom cameras, utilize the Free-D protocol, and that's now native in the engine. OK. You can go to the next slide. Updates on alembic, so there's been some nice improvements for alembic, when it comes to motion blur. So if you're using geometry caches, especially ones that have subframe samplings, you can see here in the example of scrubbing through. You need subframe accuracy to happen to provide the right kind of motion blur. So you have improved support for that, along with simulations that are happening. So if you have a fluid or an explosion that has starting off from empty frames, support for that has definitely been improved, along with topologies that are not consistent in allowing us to import those motion vectors. So there's been some nice improvements on the alembic front. Next slide. So next up is the USD. USD is a format that's becoming more and more popular in the industry, the Universal Scene Description that was put out by Pixar. In the film making visual effects world, it's one of those formats everyone is looking at right now. We've had support in the engine for quite a while. But we're each release continuing to invest in that. In this release we focused more on export capabilities to do interop between DCCs, so export levels of levels, landscapes, foliage, and animations. There's better caching support in there now and allowing us to use this with Multi-User workflows as Ryan was describing. So being able to have a session, where you could have USD data in it, and have that propagate across all the other nodes that are in the session. And we've also had improvements for materials for MDL support and for runtime support. And next slide. OK. So the next up is DMX, Pixel Mapping. So if you're not familiar with this feature, DMX is lighting data. It comes into the Unreal Engine through a protocol called DMX. And what we can do is sample a texture. So you can see at the bottom there the rainbow pattern and send that out to lighting, fixtures, or inside the engine virtually capture the texture as a render target, and then display and match. So this comes into play if we wanted to match the lighting in the scene, let's say, inside the volume that Ryan had showed but match the RGB values as close to reality as what we can. You can use a feature like this to do the Pixel Mapping and capture that and then drive real world physical lights with those same values. So really powerful feature, we've seen a lot of performance optimizations happening across the board with this and better recording functionality. So it's a lot more production ready in this release compared to prior ones. And I think that's it. If you want to advance, and we can hand it over to Antoine. ANTOINE: Hey, everyone. Antoine here from Montreal. Let's have a look at the new feature for AEC and automotive. So in 4.27, we have some improvements to the Movie Render Queue tool used to render movies. And now, we can set up to render stills. So there's basically a tool that we create ready to render sequences from all the cameras in your scene or just a selection. And you can set up the stills to have presets. And you can override those presets. So it could be using CVars to activate effects. Basically, it's very handy when you want to render stills. And it's complex today to do it in the Sequencer. So next slide, please. So in 4.27, we are adding new Datasmith Exporters of plugins. We are shipping a reworked Sketchup. So we had a Sketchup exporter before, but we worked it from the ground up. And we also have a Rhino exporter. Those two plugins have Direct Link support compatible with UE4, to some extent UE5. It's not been fully tested yet, but you can try if you want. And also Twinmotion, also the Revit plugin received a number of improvements, and OK. Did I mention-- yeah. We have also ArchiCAD as well. Next slide, please. So on the CAD, on more the mechanical CADs side, we have a new experimental plugin for SolidWorks. This plugin supports geometry, products structure, materials, metadata, model variants, and is also Direct Link capable. And we are looking to look forward to your assemblies in Unreal Engine. Next slide. So regarding the Datasmith runtime plugin, we have a number of improvements in 4.27, including some fixes, some new features, like the ability to have full scene hierarchy. Before, you were limited to have an Actor that was like a black box. You couldn't have access to your full scene hierarchy. Now, you have access to everything, to your components. And you can also import your Datasmith scenes. With settings like simplified hierarchy, you can change the colliders as well. You can build collisions, complex collisions. You can use simple collisions. And you can also import and view metadata, which is very useful. We also, in this release, added support for Direct Link PBR materials, and yep. That's it. Next slide, please. So regarding the-- we have some improvements as well with the LiDAR plugin. We are looking to performance improvements regarding streaming as well as editing tools. So you'll be able to change, modify, your point clouds directly in Unreal. If you can-- OK. The video is already running. So here we have a video of a church, which it looks like a mesh, but it's actually a very, very dense point cloud. And it renders perfectly. It's really smooth, and it's very, very cool to see. In 4.27, we also are adding master materials with Datasmith. These materials will be included in the Datasmith content plugin. And the intent with these materials is to have a material compatible with the Datasmith format in Unreal and in Twinmotion as well. So it's a very easy way to set up your materials without having to program a new shader. It's everything you need is probably in here. And it's very useful when you are creating, for example, plugins using Datasmith's SDK. Next slide, please. So to conclude, on this Unreal Engine release and the Datasmith Ecosystem, we're unifying our code base between Unreal Engine and Twinmotion to ensure full compatibility between the two tools. These improvements enable the fluid design iterations with Direct Link. And users can collaborate and aggregate their content from a wide array of softwares, easily and efficiently use and import Datasmith scenes in editor or at runtime. So the Direct Link feature right now is available only at runtime. Twinmotion is an example of use of Datasmith's runtime. But obviously, you can create your own applications as well, package applications. In this release, we are also allowing third party developers to create their own Datasmith plugin. So we have a bunch of them here. It's pretty sweet to have every kind of DCC export the Datasmith file, Datasmith scene, and import these in UE or Twinmotion. To recap, the Revit, Sketchup, ArchiCAD, and Rhino plugins are Direct Link. And the others allow you to export a Datasmith scene. Next slide, please. And regarding-- so we have a feature called Visual Dataprep in Unreal Engine. This allows you to prepare your CAD and Datasmith files and to modify, for example, change materials, build LODs, simplify meshes, swap assets. And this allows you to have a very streamlined workflow and easy to just re-import your data from DCCs and have everything sorted out correctly. And in Visual Dataprep 4.27, we have some new features. So we have filters like the jacketing and volume filters, which are going to be very, very useful. We also have some new operators, like collision complexity which has been asked for a while. So you can change the collision complexity of your meshes from simple to complex as well as access to actor components, which is a new feature in 4.27. So you'll have access to, for example, in your walls, you'll have access to mullions, to your class components and whatnot. And we also have a small revamp of the UI. You can now group, collapse, or resize Dataprep Actions. And this is very useful to avoid clutter. And also, the operator panel has been reworked. I know you have a new statistic window, which is useful to pinpoint potential assets causing performance issues. We have a lot of cases where data is imported from external softwares and our millions-- we've had toilets with millions of polygons, for example, which is not very good for real-time rendering. And we also have a new import setting button for CAD files. So you'll be able to change the import values for this. Next slide, please. And finally, we have improved the project templates for AEC and automotive. So the collab viewer template now has OpenXR support, has an integration with Datasmith's runtime. And you also have new tools like a section box that you can set the ratio between the avatars and the world which is very useful when you have massive worlds of very small objects. And we also are shipping a new design configurative template which is based on the old project configure template. But this one is dedicated to AEC projects. And yeah, we're looking forward to see what you guys do with it. And I'll hand it over to Chris for some rendering goodness. CHRIS: OK. Hi, everybody. So yeah. I'm going to talk to you about the Path Tracer. In 4.27, we're rolling out a number of improvements to the Path Tracer rendering mode. This is something that was introduced all the way back to Unreal 4.22. At the same time, we introduced a lot of ray tracing features into the engine. But it always had a number of limitations, mainly because the team was just focused on polishing all the real time ray tracing aspects. But with 4.27, we've gone back to this project and implemented a good chunk of the missing features. So just in case you haven't played with it before, this is a rendering mode that's purely based on ray tracing. So there's no rasterization at all going on. And it does a full brute force simulation of light transport in a scene, all the possible ways that light can bounce around. So it's very accurate. It includes full blown animation effects. It's not really intended to be real time at the moment. We think of it as our reference quality solution that we use to measure the quality of our real time rendering modes against. So in particular, the Path Tracer's been really useful, for example, in development of movement in UE5 as a sanity check of that it's computing the right answer. But of course, we also think the Path Tracer's useful beyond just being a reference, especially for folks that are in the enterprise space, Archviz, automotive, manufacturing, even film and TV, basically anybody that's looking for final quality pixels without having to leave the engine. So some of the things we've improved, we've basically gone through all the major material types, all the light types, and most of the light parameters. This includes things like refraction, blend modes. We now have a reference quality random walk subsurface scattering, just the kind you might find in an offline renderer. We've made a number of improvements to sampling overall, including how many lights are managed. Previously, the Path Tracer here had this kind of hard limit of 256 lights. That's mostly been lifted. We've also integrated a denoiser that's specific to the Path Tracer. So this particular release, we're just shipping with Intel's Open Image Denoise Library. And it's really nice for just removing that bit of noise that's left over, even when you have lots of samples. And we expect to grow that list of supported denoisers in the future. And also, we've made sure that the Path Tracer could be used from Movie Render Queue. So this allows you to get your final pixels. It includes motion blur, and yeah, it's a good way to do your final frame, final quality frame rendering. Depth of field is also supported. At the moment, it's currently relying on Unreal's existing post process depth of field. We'll be working on that on future releases. So next slide. I just have an example of what it looks like in the editor if you've let it accumulate for a few seconds. So this is a really simple example, where it shows off the soft shadowing accurate and indirect lighting that you can get from Path Tracer. And if you look closely, you can see some of the settings that are exposed in the post process volume. So there's intentionally very few settings. We just have number of samples, number of bounces. We set it up to do 32 bounces by default, but you can definitely do more bounces if you want. There's some antialiasing filtering quality settings. And that's basically it. Next slide. This is an example of a nice indoor scene that's basically being lit only by the sun and sky. So aside from the light that's coming directly through the window, everything else in the environment is indirect lighting. So you even get the proper indirect lighting response through the mirror. So if you played a bit with a real time mode, sometimes, you get things looking pretty good in most of your scene. But the quality and the reflections needs additional tweaking. And so one of the nice things about the Path Tracer is it removes all those technical steps and technical decisions you have to make on the quality performance straight off. Of course, if you want real time performance, it's worth understanding all that stuff. But if you just want nice looking images and don't mind waiting a few seconds, that's what the Path Tracer is for. Next slide. I have a few more Archviz interiors from some of our internal testing at Epic. Again, these are mainly lit with just sun and sky as the main light source. Most of the lighting in these rooms is all indirect. Next slide. Path Tracer is also really handy if you have a model, and you just want to show it off. So here, one of our directors brought in a ZBrush sculpt into the editor, just placed a few lights and got this result. So if you're an artist that works on just characters, props, environments, the Path Tracer's a nice way to just show off your models and do turn tables without having to leave the engine at all. Next slide. We have an example of automotive test scene. This one was rendered through a Movie Render Queue. So it has motion blur on it as well. Car paint is one of the supported shade models now. So there's glass for the windshields and all that. So you can definitely do some nice car renders. Next slide. This one is a more complex environment the team at Quixel put together for the virtual production shoot you saw a bit earlier. This scene was designed to look great in real time mode. But just switching to the Path Tracer essentially worked out of the box with a few minor tweaks to the scene. And that was kind of exciting to see. So of course, when you look through the release notes, you'll see we're not done yet with the Path Tracer. There's still a number of limitations, things that we didn't have time to implement just yet. Maybe we'll talk about that in a Q&A later. That's why it's still marked as a beta feature. But we hope to keep working on these and in the coming releases. Next slide. So related to the Path Tracer, I just want to say a few words about GPU Lightmass. This is our GPU accelerated light baking solution. One of the key improvements here was to basically bring all the improvements made to the Path Tracer into this mode as well. So GPU Lightmass, essentially, is running the same code as the Path Tracer. It's just a bit simplified because it's designed just for baking diffuse illumination. But it benefits from all the other improvements we've made, like supporting all the light features, like rect light textures, barn doors, IES profiles. Things like that, that are now supported in the Path Tracer, are also working in GPU Lightmass. It also supports the different blend modes which means we can bake color translucent shadows now in GPU Lightmass. There's been a number of other improvements, including better support for LODs. We've implemented multi-GPU support here. Related to the multi-GPU support and the in-camera VFX workflows, sometimes you want to bake as quickly as you can. And so if you have multiple GPUs in your computer, that's really nice. And finally, there's been a number of sampling improvements to Volumetric Lightmap baking. So those have better quality in less time as well. So with that, I'll hand it back to Ryan to talk about Pixel Streaming. RYAN: Cool. So I'm going to jump into some quick words about Pixel Streaming. So the Pixel Streaming, there's a few updates here. I think the main one is that the team is considering it out of beta. We also have really expanded the team that's working on the Pixel Streaming features. There's actually a whole UCS which is like the cloud services team. There's an upgrade to WebRTC, like a lot of general quality of life improvements and Linux support as well, which is obviously really important, since there's so many more Linux machines on the cloud. And then the last thing to mention is that it's also available as a container. I think this is a spoiler alert for the next slide, which talks about containers. So developers that are in the cloud world are very obsessed into working with containers. So the team has gone through a lot of effort to ship container images of 4.27. It just makes it a lot easier for them to work with Unreal. That's something they want to deploy to any cloud set up. That's I guess all I really have to say. I mean, I think, to a large degree, the container stuff has been a long time coming. And hopefully, this unblocks a lot of people to leverage Unreal Engines in their cloud deployments going forward. I think the last one will be covered by Amanda. Right? AMANDA: Yep. That's me. So we just want to make a few quick notes. We have a few things left. So we want to touch that Unreal Engine will be supported as a library. So you'll be able to build the UE4 runtime and interact with it through a very minimal built in API. So you know what that means. You can integrate a UE viewport inside a Windows application. And then that gets compiled as a DLL. So it'll be able to accept command lines, run it in a client window that you'll be able to send-- where the engine can send its output to. You can interact with Windows messages for interprocess communications and shut down the engine when you're done with it. So you, as the user, can certainly expand the API to suit your needs, whether that's exposing existing or new functionality for your external use. Next slide, please. We're going to touch on some of the RAD new tools from RAD Game Tools. So first of all, with the Oodle Data compression, some of the fastest and highest ratio compressors which is really awesome. So there's four different algorithms that you can select from to best fit your project's needs. In 4.27, these will be enabled by default. And it means you'll load your package projects faster. So hopefully, that helps you in your typical work sessions. For Oodle Texture, they're, again, high quality encoders for block-compressed BC1-BC7 textures. And these can help make the visual quality encodings two to three times smaller than non-RDO encoders. This is also going to be enabled by default. And you can-- the RDO encoding itself is off by default, but you can enable it in your project settings. And then with Oodle Network, the idea here is you're going to be reducing your bandwidth required by game servers and significantly reducing the bandwidth required for your multiplayer games which just a great experience for everybody. So next slide. With RAD Bink Video, it's a popular video codec. And again, it'll be built into Unreal Engine like the Oodle compression, will be the cool thing for you devs is it'll decode up to 10 times faster. And it's using 8 to 16 times less memory. It could also be potentially offloaded into GPU compute shaders for faster performance. And Bink Video is totally self-contained. You don't have to install anything else. And the plugin interface is meant to be super simple, really easy to use. So just a couple of notes there. That's all we have from us today. We are going to-- there are many more features and improvements that will be coming in 4.27 that we haven't covered today. We will be doing future streams, where we go in-depth and hands-on with a variety of these features. So don't think this is the end all be all of 4.27 information. We'll certainly be getting more out your way. But if you have questions for the folks on the stream today, we're going to dive right into those. So I know we've already got some that we'll start answering. But if you have questions for the team, feel free to drop those in chat preceded by "Question." I also think Steve's going to join us again. So if you want to hop back on, welcome back, Steve. All right. Diving into questions, so I know some of you all have been asking, what's the official recommendation for developing in the coming months, since we've forked to UE5 and marching there? So we absolutely recommend. Feel free to go ahead and dive into 4.27. 4.27 will absolutely be compatible with UE5. We recommend you following that path. What the caveat there is you cannot take your 4.27 projects into UE5 Early Access because of that fork. But you should not feel concerned in any way of jumping to 4.27. That won't hurt you going into Unreal Engine 5. Let's see. We've got, is path tracing, from Displace, is path tracing in 4.27 going to support decals and possibly in the future things like volumetrics? CHRIS: Yeah. Thanks. That's a good question. So we don't have decal support there right now in 4.27. This is actually an area that's being refactored a lot for Unreal Engine 5. So because those code bases are diverging, we didn't want to risk putting that to 4.27. But it's definitely high on the list of things to bring to UE5. As far as volumetrics, that's a little further down the line. But we're definitely planning on supporting that in the Path Tracer at some point. AMANDA: Awesome. All right. From Mr. [INAUDIBLE], I think this is for you, Steve. You had mentioned wanting to do non-VR foveated rendering stuff. But they're very curious, nice and cryptic, very curious what you're thinking of. STEVE: So that was deliberately cryptic, because we don't know completely yet. But I know there's some prior work that The Coalition did using edge detection filters with VRS. They got some pretty good results. Applying this tech for VR is a slam dunk just because of the lens distortion, the option for foveated rendering with eye tracking and all of that stuff. So that's an easy one, and it's a pretty big win for not a huge amount of thinking involved. But I think, just given the amount of performance we can get back with that, there's a ton of options. And over the coming six to 12 months, we're going to start thinking about what those will be, and really start digging in, and seeing what we can get out of that. But I don't have anything that's not cryptic yet. AMANDA: It's always the soon TM. Right? STEVE: The soon. Yeah. It'll happen though. It's worth it. It's good stuff. AMANDA: Excellent. Ryan, I think this is while you were presenting. So from [INAUDIBLE], they were asking, will it work with GTX or is it only for Quadro-- I think that was in reference to multi-GPU or nDisplay maybe? RYAN: Yeah. So multi-GPU will work with both. For the purposes of the LED wall, though you generally want and need to use the Quadro cards for the Quadro Sync feature. That's what allows for all the different screens to be synchronized and then also synchronize with the frame rate of the camera. So for in-camera VFX purposes, you pretty much need to go with the Quadro cards for the LED wall. But for GPU Lightmass and GPU, you can use either, since the sync is not a factor. And that's actually something that we do a lot when we're using GPU Lightmass in relation to the states. Sometimes we'll just have a machine that's using the non-Quadro cards to do the light bakes, and that works fine. AMANDA: Thank you. I know we've had-- in the chat, I just want to address this. We've had quite a few questions about water systems. I don't know that anybody on this call is ready to address the state of those. But if you-- feel free if anybody is. But if not, feel free to follow up on the forum post for the stream today. And we can chase down the folks to maybe get some updates on that for you. Sorry. I'm not going to try and pronounce your name, but they're asking if there's going to be a white paper on the OCIO, the OpenColorIO. I know, Andy, you believe we'll have some more information coming with the release. Right? ANDY: Yeah, there's some documentation that's coming. Ryan alluded to some of it describing the process of color management for the LED walls. But in general, more information about OpenColorIO, the touch points for where it hits in the engine, so both in the nDisplay, Movie Render Queue, and overall workflows. I think you're going to see more of that in the future to come. RYAN: Yeah, specifically on the white paper aspect, we have a document that we're getting ready to go along with the release. And then we're also hoping to do some additional supplemental material that just shows the process that we did the color calibration, and then potentially some of the data as well. That'll probably come after the release, but it is something we're getting in the works to share. It's a big topic, and hopefully, that will help give people more of a frame of reference for our process. AMANDA: Perfect, thank you. From This is CBC regarding remote control protocol binds. They're wondering if this is an editor only feature. And specifically, would the created binds be accessible in package sessions? ANDY: Sure. That's a great question. So we do focus on editor and actually dash game. There is some difference in package builds. So not all properties are supported in the same binded way. We're looking at it for this next release, trying to make sure that we can match as best we can. Currently, you'll see at the left hand side of that special details panel of the remote control preset, there'll be a little warning that says, this will not display in package game. So you can definitely go ahead and try it out. But we try to warn you if there's something that's not going to work correctly or is expected in a package build. AMANDA: Perfect, thank you. From Y2K Matty is, UE4, will it have any option of ACES color space? ANDY: I can answer that one too. So on the ACES side, we do support, as I was mentioning, OpenColorIO, which ACES is as well a color space that's used throughout OpenColorIO. And so there are certain points where we have access points for ACES. This person, if you come from the VFX space, you may be thinking of texture import and stuff like that follows the same kind of color management process throughout the pipeline. I would say that we don't have 100% full ACES in and out. But we do have the display and render portions of that covered now through OpenColorIO. But it's something that we're continually-- it's a multi-year release of getting in small features. So look for more. We're definitely headed in that direction. But yeah, currently it's focused on those two areas. AMANDA: From Clara Lima, will we have camera perspective correction for Archviz in 4.27 or UE5? I think that's you, Antoine. ANTOINE: Yep. So this has been requested for a while. This is not going to be a feature for 4.27. But we are looking into solutions and new tools, including perspective correction in UE5. Probably not the release 5.0 but one of the later releases. AMANDA: Awesome. We've had a couple of questions around Live Link VCAM or the next update to Live Link Face. I know you were asking about the facial calibration update. And so I think, Ryan, you were mentioning it'll be-- RYAN: Yeah. So both of those are meant to go to the App Store, the iOS App Store day and date with the 4.27 release. So we'll have those timed up. I saw there was another question that was asking about Live Link Face and translation. So maybe that person could-- I'm not quite understanding their question. So maybe a little bit more context on what you meant, we'll try to answer that as well. AMANDA: Yeah. So Thomas Halpin, if you could expand on what you mean by, will it include translation. We can follow up on that for you. Another from [INAUDIBLE], will Multi-User system still require Git, or can't you just join server and download everything there is on it. RYAN: Yeah. So you don't have to use source control with Multi-User if you don't want to. There is a mode that you can run that makes the checks that it does less strict. In fact, yeah, so if you run the Multi-User session from the beginning, and you keep it going. Then yeah, another client could join, and it'll just grab all the assets that you've created. In general, what you need to do is start from the same place. So if you start from an empty project and kept the session going, the other people that joined would get the same stuff. AMANDA: Awesome. Thanks. From Gregor [INAUDIBLE], how is hair working with path tracing? CHRIS: So not working today. It's not part of 4.27, but that's definitely high on our priority list, something to look into. So there's a lot of components to that. Obviously, there's the geometric side, being able, for rays, to intersect the hair and then supporting the actual hair shading model. But we definitely want Path Tracer to support those going forward. So it's on the list. AMANDA: Great. From Shanathan Hansen, is 4.27 going to be the last UE4 version before going to UE5? So that is our current plan of record. I think that we don't anticipate additional releases. So 4.27, get in, get updated, and we'll begin the march to UE5. Obviously, if that ever changes, we'll let you all know. So from Andy Fetic, will there be an option for third party renderers instead of the Path Tracer? CHRIS: Yeah. So I can say a few words about that. There's basically nothing preventing a third party renderer from trying to integrate. Actually, I think the V-Ray team has a V-Ray for Unreal plugin already. So it definitely can be done. And we're definitely happy as people try to do that. But we'll keep improving the Path Tracer as a built-in solution. And if any other vendors want to look into adding support, that's great too. AMANDA: Thanks. Oh. Regarding GPU Lightmass, is that playable or just render? CHRIS: I think what this is asking is just-- I'm not sure exactly what the question is asking. But basically, GPU Lightmass is meant for baking the lighting into the environment. So that when you play the level, the lighting is super fast to evaluate and basically real time. So it's actually one of the faster lighting solutions. The only compromise is that it's pre-baked and not dynamic, but yeah. So it's meant to be playable. The actual baking process, of course, takes a few minutes, depending on the size of your level. But once you've baked, everything is playable. AMANDA: Perfect. And another one around GPU Lightmass, is there support for AMD cards as well? CHRIS: I believe there is. So everything ray tracing related in Unreal Engine is based on just DXR, which is the cross vendor solution on Windows. And there's nothing Nvidia specific there. So yes, I believe everything works on AMD cards. We do a lot of testing on Nvidia first, generally. But AMD should be supported. AMANDA: Excellent. Thanks. From Thomas Franklin, they're asking they've noticed that some of the templates have been removed for UE5 early access at least. And they're asking if 4.27 will have limited templates too. And Antoine, you were ready to jump in on this one. ANTOINE: Yeah. This is just for UE5 early access. UE 4.27 is going to have all the templates and even more like the ones I mentioned earlier in the stream. AMANDA: From Zianim, are these container images of the editor or for built projects? RYAN: So my understanding is that it will help you cover-- there's the options provided will facilitate both. AMANDA: And then on the topic of containers, from Loreash, do we support Windows, Linux, or both for containers? RYAN: Yeah, and that one is both also. AMANDA: OK. We did have a follow up regarding the Live Link Face regarding translation. So the comment was, there is rotation. Can there be a switch that controls motion in XYZ in space, like moving the head forward, backward, and side to side? RYAN: That's a good question. AMANDA: Unsure? RYAN: I'm not totally sure, because we're basically just passing along the data that you get from the ARKit. Actually, Steve may know the answer for this. If you get this info from there-- that's a good question. It seems like it would be possible to do. But I don't know if that's-- that's something we'll have to take back. And probably I will ask Steve about it later. Because I think the facial capture aspect of our ARKit is separate from the other tracking features of ARKit. So I don't know if that's something that we could do together. Although it is an interesting idea. STEVE: Yeah. We should definitely chat about that. AMANDA: All right. Now it is on the discussion. [LAUGHTER] From John Kensal, they wondered your thoughts about bringing Datasmith to Blender. ANTOINE: So Blender is not currently in the plans, but we are always evaluating for new DCC software support. So look at the news maybe at some point. AMANDA: Keep a lookout. From the Koala Wolf, is Live Link Face going to add features related to Vtube-ing? RYAN: Yeah. So I mean, this is another one maybe that would be good for a follow up. I would be very interested to hear what you think are the types of features that would help facilitate you doing Vtube-ing better. I think that that's something that would be awesome to get the face using for. I know Victor is not on the screen. But it's something that he and I have discussed in the past as well. So definitely interested to hear what we could provide that would make it easier for that type of work to be done. AMANDA: Let's see, and from Captain Berner, is there going to be a Direct Link for 3ds Max? ANTOINE: So there is going to be one. We just started development. This is very early for now. But we are working on a new Datasmith plugin for 3ds Max that supports Direct Link. AMANDA: Awesome. That'll be exciting. ANTOINE: Yeah. No release date yet, but we are working on it. AMANDA: Awesome. Let's see. I know I got a few more questions coming in. I know you all are asking about Chaos. We'll still be doing a, like with 4.26, I believe we're doing a 4.27 Chaos build explicitly that is separate. And we're not enabling Chaos by default for 4.27. My understanding is that will be coming in UE5. So keep checking it out. Keep exploring it. But at this point in time, you'll be seeing it with the UE5 release. And that was from Jacob. Oh gosh. [INAUDIBLE] Workflows, can we expect to see to visualize VDBs with the upcoming Path Tracer? And if yes, what could be the source, such as true USD directly from Houdini? CHRIS: Yeah. So VDBs would probably fall in the category of volumetrics in the Path Tracer, which like I said, it's on the list as something we're looking forward to doing but not doing it just yet. The only other thing I'll mention with VDBs is we don't want to add-- we're trying to keep the Path Tracer at feature parity with the rest of the engine. So we don't want to just add features that would only work in the Path Tracer. If we are going to add support to something in the Path Tracer, we want it to work throughout the engine. So yeah. I don't have any concrete timelines on when direct VDB support will go in. But it's definitely something that we're aware of and that we'll be thinking about with UE5. AMANDA: Thank you. So from the Real Svane Man, they're asking regarding the over the internet Multi-User Editing sometimes has trouble connecting with VPN servers in their experience. Are there improvements coming to remote workflows? RYAN: Yeah. So I guess the first thing I would mention on that is, last summer, we did create some additional documentation for helping people do that, especially since there was an uptick from people working from home trying to do this stuff. So maybe I'll pop onto the Twitch stream and just post that doc. Because it does at least guide you through a lot of the networking settings and considerations that you have to make. Longer term, I think, this is definitely something that we want to do better with the feature set. And it's something that we're working with the cloud services team on to better facilitate. So there's the potential to more easily run the Multi-User sessions in the cloud, be able to connect much easier, without the need to get into a lot of these esoteric settings. So that's something that we hope to improve more in the UE5 timeframe. But it's definitely on our minds for Multi-User collaboration. AMANDA: Awesome. Well, I think that's the questions that we're going to be jumping on today. So first of all, I wanted to absolutely thank you all for joining us. It's been a pleasure having you walk through all these awesome features that we're going to see in the upcoming release of 4.27. We're really excited to get them out in the wild, get all of you exploring the new features, and seeing what you're going to make with it. There's some really cool stuff coming in this update. And you all always blow us away. We're watching all this stuff even in preview. So you'll knock our socks off with your community projects. We love them so much. But as we will be jumping off here shortly, just a couple of reminders. Do tune in next week, we'll be having the team from Houdini on to join us. They're going to talk about Project Titan and some SideFX Labs updates for you all, always really, really cool stuff. Follow us on all of our social channels, Twitter, YouTube, Facebook, whatever, for regular updates. And definitely jump in the forums if you have questions, or comments, or anything like that. As far as the topics today, if there were additional questions, or you think of stuff, we can always come back to the forum thread. That's the event forum thread, and check it for any additional follow ups there. And yeah, again, thank you all. We hope you have an absolutely wonderful week. Thank you to all of you who joined us today here on the show, Antoine, Andy, Steve, Chris, and Ryan. Y'all are rock stars, love seeing you. And yeah, we'll see you all next week. Take care, everyone. [MUSIC PLAYING]
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Channel: Unreal Engine
Views: 52,325
Rating: 4.8886828 out of 5
Keywords: Unreal Engine, Epic Games, UE4, Unreal, Game Engine, Game Dev, Game Development, ue5, valley of the ancient, early access, modular game features, game feature, game features, plugin
Id: pxzDssU7OYs
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Length: 81min 8sec (4868 seconds)
Published: Thu Aug 12 2021
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