Welcome To Unreal Engine 5 Early Access | Inside Unreal

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[VIDEO PLAYBACK] [STIRRING ORCHESTRAL POP MUSIC] [GENTLE GUITAR MUSIC] - In one of the fastest-growing cities in the world, a love affair is blooming. [INSECTS BUZZING] Melbourne's residents are talking to their trees. A conversation is unfurling. Dear 1517, I'm confessing something very dear to me. I have fallen in love with 1583. Should I leave or should I stay? It would be great if you could give me some advice. [BIRDS CHIRPING] Around the world, more people are living in cities than ever before. - How's it going, 1517? I've been wondering, what's the city like for you? - If we change our perspective, we can see that trees are nature's great connectors. [SYNTHESIZER MUSIC] When trees breathe, so do we, each breath cleaning the air and restoring balance. Now past, present and future are intertwined with trees, yet we have lost the ability to see them. To thrive, we must fall in love again with our city's trees and nurture our urban forests. - Hello 1517, we don't have a lot in common, you being a tree and all. I'm glad we're in this together. Regards, a tree lover. [TREE FROG CHIRPING] - Hello, tree, it's your mother. How come you never call? AMANDA: Hey! Can you believe it's been a year since we revealed the first look at Unreal Engine 5?! We went behind the scenes of Lumen in the Land of Nanite to discover the inspiration for those special features--and now, we're thrilled to put them in your hands. Unreal Engine 5 Early Access is now available. This build is for you game devs out there who like to live on the bleeding edge so you can start experimenting with our latest features, including Lumen, Nanite, World Partition, MetaSounds, and more. Keep in mind that UE5 Early Access is not production-ready, but you can now download the latest build and the Valley of the Ancient sample project, featured during our YouTube premiere. Get all the details on UE5 Early Access from the feed, and share your feedback with us in the forums. When you take a break from giving UE5 a test drive, be sure to pop over to the Unreal Engine Marketplace to download two new realistic automotive scenes for free. In addition to an expansive salt flats area, the Automotive Salt Flats project features customizable mountain ranges and special atmospherics. Or get away from the sun in the Automotive Winter Scene with customizable levels of snow, dirt, or wetness on a winding country road. And if you're looking for something else, thousands of Marketplace products are now on sale at up to 70% off during the Unreal Engine Massive Marketplace Sale--arguably our biggest sale yet. Find discounts on everything from explosive sound collections, modular castles, materials, plugins, to the entire Earth. Sale runs now through Saturday, June 5. Ever thought about quitting your day job to build a game? Solo developer and father of three Jonas Manke shares what it was like to do just that. He's now working full-time on Omno, a single-player journey of discovery through an ancient world of wonders. Hear more about the Epic MegaGrant recipient's journey from hobbyist to full-time studio founder and developer. When AVSimulation set out to improve SCANeR, their all-purpose automotive simulator software, they chose to convert it to an Unreal Engine platform. Learn more about how that shift enabled them to improve the software's flexibility, modularity, and realism while also providing customers with a slew of new options. And now over to this week's top karma earners: mindsurferdev, Everynone, ClockworkOcean, Shadowriver, Fraps2020, Rene Zwaan, w2lf, Kehel18, staticvoidlol, and chrudimer. Thank you all so much! To open up our community spotlights, put your hands in the air for the VizMo team behind this rocking virtual concert! They're so excited to finally be able to share it, so be sure to head over to the forums and let them know what you think. Next up is a Mammoth display by Alessandro Mastronardi, complete with dynamic fur in UE 4.26. They plan to create a short film with it in the future--stay tuned to their ArtStation page for updates. And last up this week is Kainga, an ancient village builder, in development by solo-dev Erik Rempen. Adapt to survive against changing weather, lurking bests, and competitive tribes as your culture and technology evolve. Wishlist Kainga on Steam! Thanks for watching this week's News and Community Spotlight. VICTOR: Hi, everyone, and welcome to another episode of Inside Unreal, a weekly show where we learn, explore, and celebrate everything Unreal. I'm your host, Victor Brodin. And to help me with the episodes that we have coming for you in the next couple of weeks I'd like to introduce, once again on the show, Chance Ivey. CHANCE: Hey, everyone. So good to see you. It's been a while. I miss you. I'm glad to be back. Glad to talk about UE5. VICTOR: And we're not alone, though. It's not just me and Chance, even though we will be on the stream for the next couple of weeks. And for today, we'd like to welcome you to Unreal Engine 5 Early Access. And to help us with this, we've invited Michal Valient, engineering director for Graphics. MICHAL: Hello. Thank you for having me. VICTOR: Nick Penwarden, VP of Engineering. NICK: Hey, happy to be here. It's been a while since I've been on the stream, so excited. VICTOR: It's good to have you, Nick. Nick Whiting, technical director. NICK: Hey. Been a while for me too. But happy to be back. VICTOR: And last but not least, Simon Tourangeau, engineering director of Tools. SIMON: Hi, everyone. VICTOR: Great. To kick off, I'd like to start with a little bit of pretty pixels. And so let's roll the short of what we did yesterday. [VIDEO PLAYBACK] [AMBIENT ORCHESTRAL MUSIC] [WHOOSH] [SHATTERING] [ROARING] [END PLAYBACK] VICTOR: We hope that you all had the opportunity to at least start the download of Valley of the Ancient and get UE5 loaded on your computers. It is available through the launcher. You can go to UE5 tab. Everyone should be seeing it by now. If you don't, just go ahead and make sure you restart the launcher. Yesterday was an exciting day for all of us. We're finally able to talk about all the things that we've been working on since we announced UE5 earlier last year. And I would like to kick it off with Nick Penwarden to talk a little bit about what we've been up to since the announcement last year. NICK: Yeah, sure. So the reveal last summer was a really early look at some of the technologies that we were developing for Unreal Engine 5. And so, since then, we've had a focus on getting those features closer to maturity, working on optimizations, working on getting them ready to be used in a number of different situations and scenarios. And then, in addition to what we showed last year, we've been working on numerous other features that we're really excited about for UE5. So between the two of those, that's kept us really busy for the last year. And I'm really excited to get to share all that work with Early Access coming out. CHANCE: Whoa, that's awesome. And yeah, so I remember, Nick, sometime last summer, chatting with you and Kim and a bunch of the other Engineering folks about kind of the lead-up to Early Access and kind of talking about we we're going to release in 2021 and what that's going to look like. Can you kind of give us a little bit of an overview of what Early Access is to Epic. Like what do we have in there, what was our focus for defining the feature set that's going to be in there, and what do we want developers to get from it? NICK: Yeah, I mean, I guess, first and foremost, Early Access is the first look that developers are going to get in terms of getting their hands on UE5 and playing with it. And so it's the opportunity to see what you all do with the technology and then take your feedback, see what's working well, what's not, and incorporating that feedback into the ongoing development of Unreal 5. In terms of feature set, I mentioned that we've been working on a lot of other features outside of what we showed last year with Lumen in the Land of Nanite. And so it was pulling together all of those streams of development together into a cohesive whole. So Nanite and Lumen, I think everybody remembers those from our demo last year. But then in sort of bringing that together with the World Partition system that we've been building for building and editing large worlds, for streaming large worlds, we've-- last year, we showed a preview of some of the new animation technologies that were going in. And those have really evolved over the last year. And then the video you got to see, in depth a bit more, how those have evolved and advanced over time. And then some exciting features that we didn't talk too much about last year, I think, like MetaSounds and the future of audio in Unreal, some of the developer workflow improvements that we've been working on right, so game feature plug-ins and how to enable the writing of good modular gameplay code and gameplay features. As well as, of course, I haven't mentioned the new editor UI, but we've been iterating and working on that for a while, trying to really focus on the developer experience. And there's a couple of behind-the-scenes things that I'm glad a lot of people have noticed, things like the asynchronous building of textures and meshes so that can get into the editor more quickly, trying to make sure we're blocking the editor as little as possible, so keeping that editing experience smooth. Those have all been focuses for us over the last year. And yeah, Early Access is really pulling all those strings together and culminating in a still-early look at UE5, but an early look that is more encompassing of the feature set that we are planning on shipping. CHANCE: No, it's great. It's been a big pleasure working on a number of different systems that use a lot of these features as we have gotten ready to move into Early Access. One thing I noticed, when working on Valley of the Ancient specifically for this launch was how at home I felt in UE5 versus UE4. I came from the UE3 world into UE4. And there's a lot of conventions that kind of stayed the same between the two. But the tooling was advanced enough for that generation jump that I had to relearn a handful of things, which is good and exciting. A lot of us, internally, working on this tool and working on this demo, one thing I noticed was how easy it was just to kind of pick up and apply a lot of knowledge I already know, that it's not just that a lot of the core frameworks are the same there, but even with the editor UI, I mean, it operates mostly the same. It's just simpler, more streamlined, and it's kind of out of my way. NICK: That actually reminds me of a another aspect of US development that we haven't really touched on yet. But one of the guiding principles we had with going into UE5 was making sure that developers could bring their projects and their content from UE4 into UE5 and trying to make that as frictionless as possible. And so that was always something that was on our minds over the last year. We want to make some pretty big changes to the engine, both new features but also some of the systems under the hood. And making sure that we do that in a way that we can preserve the ability to take a UE4 project and bring it into UE5 with as little effort. And one of the things I've been really happy to see over the last day as people are starting to download and explore UE5 is that a lot of people are reporting back that they've been able to take the game that they're working on and migrate it into UE5. and sometimes there's a little bit of fix-up in game code. But by and large, maps, assets, are all loading. And with some minor changes for a couple of compatibility breaks, it sounds like people are having a pretty good experience bringing their UE4 content into UE5. And that's really important to me because it means that developers are going to be able to make that jump from 4 to 5 and not have it be as a big impact to development. CHANCE: Yeah, I remember, early on, I was talking with I think maybe you and Mike Fricker. And Mike's like, we need to build a list of things that we know is OK to kind of deprecate a little bit and find the appropriate way to make sure that people don't run into too much pain when they do that. And it was this really regimented thing where we were going kind of system by system to make sure we understood what the impact for those things were, just so people aren't blindsided by any of this. And I think that turned into a doc we have that shows, hey, here's some of the things that you might see that are fundamentally different as we move forward. So one thing we did too-- and Nick, I talked with you and Nick Whiting early on, I guess. I say "early on." It's been, what, like a year. But about-- when we were talking about Early Access. And that was the drive to push out a sample project for a number of different reasons there. And so what we had ended up deciding was like we knew we wanted to see what we can do with Early Access at that state. We knew the feature set. We had a good amount of confidence that it was going to land. We talked with this group here and then numerous other dev leads, to kind of knock down the specifics of, hey, these things we feel there's a certain level of confidence that we're going be able to land in the time frame to the level that we want people to actually go and try them and give us feedback on. There's going to be other things that are in Early Access that are a little bit more experimental than what we have there. But it was really exciting to hit the books and think through what that might look like. So Nick, what was that-- Whiting-- I think that was what, October when we started the conversation on Valley of the Ancient? NICK: Yeah, October is when we kind of started ideating on what should we do, what can we do. Like you said, it was important to find the features that not only could we ship a project with but that we would feel confident people could actually crack it open and mess around with and explore a little bit on their own. CHANCE: Yeah, it was crazy. Because we had a bunch of different efforts going on at the time with a bunch of the talented folks at Epic. The Quixel team was thinking about what they want to do for Early Access and how they can show off a lot of their assets using Lumen and Nanite and try to solve some of those problems. We were working with our Aaron Sims Creative already on thinking through some of the next-gen animation tech things. And we were like, let's get together and assemble a project with these folks. And it's funny, we look back a lot of other demos that we've got that we've done around some of these releases, and it was kind of important to us, I think, across the board, that we didn't want to build something that tried all these things out and could show what was possible without giving it to folks too. So it was, kind of from the get-go, a new lens to kind of look through building this project that we wanted to do. So yeah, so we decided to just find the way that we can provide some really nice, clean examples for all of the features that you called out in the video and more. There's quite a bit more in there that we'll be covering later on. We wanted to show specifically how far we could push some of these things for today. And so that's kind of how we ended up with the big landscape, try to take things to the limit, fail a lot, figure it out, understand how the tools work. Michal was kind of laughing over there because we went back and forth a lot on specifically how do we take Nanite to scale and not paint ourselves into some weird corners. And we learned so much in the process. It's been really exciting. And then also, too, it let us really walk through, gave us a goal to get something out so we can harden some of the tech that we knew we had there. The engineers, the dev leads, were really excited to get involved and have somebody using their tech day by day and embedding with the content team to actually build something. And so it was really cool to do that. Go ahead. NICK: Yeah, I was just going to say it was really a good opportunity for us to experiment with using some of these new features ourselves, again, pulling those different strings of development together and making sure that they all work together harmoniously, and then letting us experiment with, as you say, pushing the tech to its limit. So what happens when we try to build a 4 kilometer squared area entirely out of Nanite meshes? What does that look like? What are the workflow challenges? What are the ways we can optimize those systems in the engine and really hone in and improve those workflows? And so it was a really good learning opportunity for us. Because this is all new revolutionary tech in a lot of ways. And so we are learning, on the fly, the best way to take advantage of it. CHANCE: Yeah, it's crazy. I think we'll have, on a later livestream, we've got Brian Karis to come on and talk-- VICTOR: Next week. CHANCE: Yeah, we have Galen on too. So we can talk artist versus engineer on letting somebody just go nuts, Just go free with building a Nanite environment, just hand-place everything and see what happens and then tell us how we're going wrong and finding the right middle ground there. And so there's a lot of really cool learnings there. Another thing, too, I think is interesting-- and I think this happens every time we go to release something-- the conversations we had back in the fall about, hey, what do you think is going to be ready for Early Access and what do we want to commit to? That list, the tools got better and they got more robust, but also we were able to add more stuff because people were really excited about seeing people touch and feel their tools for a while. And they were able to just add two more and kind of commit to more as we go. And it just turned into a really rich Early Access experience even though it's still super early days. There's really a lot to get in there and poke around with. VICTOR: All right, we're definitely getting a lot of questions here. I'd like to let everyone know that we are going to do Q&A. We just want to make sure that we go through everything that we'd like to talk about. Chance already mentioned this, but go ahead and check out the schedule on the Twitch About page for what we are covering in the next couple of weeks. If you're curious, Nanite, Lumen, World Partition, we're doing a deep dive on all the new animation features. And so if you are specifically looking for some answers to those questions, we will be covering all of those in detail. But I think we should definitely talk a little bit about Valley of the Ancient, which we all have a difficult time not saying the code name for it here. So we're going to do our very best to refer to it for what you all know it as. Chance, would you like to show a little bit of pretty pixel for us. CHANCE: Yeah, sure, I'll pop over real quick. I've got the project open here. We might not be going too much into it in detail here. And I'm sure you've seen the video specifically. But as mentioned, we've got-- what is built out here is it's roughly-- well, it's much bigger than a 2-by-2 environment. You can see here in our World Partition mini-map. The actual space that's, I think, 2 by 2 is roughly-- if I use my little kilometer thing there, it's about these 25 cells in that space. But we've got a bunch of items here in the distance that you can see when you're lower. They're just always loaded. It's a hand-built map. It was done in just about, I think, 10 to 12 weeks by a handful of Quixel artists using our open-world tools, which we'll get to in a second. We'll have Simon talk to them a little bit. We wanted to kind of see how far we could go with Nanite and environment and using some of the World Partition streaming. We could go way larger than what we had here. We just were working within some time constraints that kept us focused just kind of in a specific area that we knew we could get to a certain level of quality and density and time. It stars our character, Echo, from Reverb. It's not necessarily an extension-- I said Reverb. Ha, there we go, it's the first one. Lumen in the Land of Nanite. It was the demo from last summer. We have code names around here. So we have Echo here at a campfire. And she can use her remote to kind of explore the space and kind of get into all the hyperresolution geometry as we go. We have the data layer system. Real quick, I'm going to pop these over. This might take a couple of seconds to load since there's just a ton of content in there. And I haven't loaded it on this box quite yet. Let me get rid of this one. VICTOR: Chance, what hardware are you running the demo on? CHANCE: This one right here is-- let me get back down to where we were-- well, this is a 3080 on this machine here. This is one of the ones that we use to record early on. But most everybody that works on the project was anywhere from 1080 to 2080, for the most part, as we built the entire demo. We used the other features inside the new open-world tools to switch over into this dark world re-imagination. And then we end up fighting a big ancient robot, held together with magic is what I say, since he's built with a bunch of pieces of Nanite geometry that are all kind of intertwined and everything. And so it's pretty cool. It shows off all the features that we'll be talking about here in some level of depth. And then we'll go super deep on all of them as we move on to the rest of the livestreams. VICTOR: I just realized that we don't have a representative here today, but we will in the coming weeks, but Quixel will played a big role in the demo. And we're seeing, I think, almost-- not all of it, but a lot of the environment assets are Megascans, right? CHANCE: That's right. Yeah, the team went out to Moab, actually, back in the fall. And they used some new drone scanning techniques where they fly a drone up and they're able to scan massive cliff faces and then take all that scanned data and all those pictures and composite them together to make super high-resolution geometry. And there's a new asset type that they built that's basically a combination of those things, almost like a prefabricated collection of those meshes that can be easily used in the scene. And if you've seen the video, it's outlined pretty well there. It's pretty awesome. The team is using some spline tools to be able to dress up cliffsides and things like that using some utilities and Blueprint, and really, quickly build out a lot of the scene. VICTOR: Cool. All right. Let's go ahead and dive into-- so we will be diving into Topaz in detail in the coming weeks, especially in regards to to Nanite stream next week. Galen Davis will be showing off sort of how Nanite was worked with, the workflows, the implementations, the stuff we learned, all of that. But to move on, I would like to ask Simon a little bit about-- we have a new user interface, which is probably the first thing that folks see when they download UE5 and open it up. Would you like to talk to us a little bit about it? SIMON: Sure. Yeah, so for UE5, we really wanted to simplify the interface and make it not overwhelming for new users but still being empowering for advanced users. So as Chance said, transitioning from UE4 to UE5 is pretty easy on the UI front. You won't need to relearn the tools. You might look for some of the things. But it's not major changes. We wanted to make the viewport really a first-class citizen, as over the years it seems like the viewport got smaller and smaller. So now the content browser is in a drawer that can be pushed down. You can collapse panels into sidebar tabs. So you get more of the nice pixels in the viewport. Now we have a dark team for the editor. And you can customize it. You can make your own team if you want, change the colors and all. In the future, we'll probably offer a light team also. Now, in the future, we also want to simplify some workflows so that you can modify properties without having to go into Details panel, like changing light parameters and things like that. But it's not in Early Access yet, but will be for 5.0. So hopefully you'll like the new UI. CHANCE: Yeah, on the new UI, when working on Topaz, one thing I noticed that wasn't called out specifically to me-- so when I first saw the Content Browser drawer, I was like, this is great. Because I need it all the time, but I don't need it in my face all the time. Because I don't do a whole lot of set dressing, but I need to get access to a thing. The drawer is available in pretty much every other window too. So if I'm in a Blueprint and I need access to a file on disk, whether it be in a public field or if I'm trying to spawn something, I can pop up in the Contret Browswer drawer, find the thing I need, and drag it into space or just reference it directly from there. It's super nice. I've learned to use that pretty much everywhere I go. If I've got a multi-monitor setup, depending on what I'm doing, I might pop it out and set it somewhere. But yeah, for this project, almost always I left it in a draw and just grabbed it when I needed it. And it was great. VICTOR: And the drawer is not finished yet. No promises here, but I did hear from some of the developers that they're working on the possibility of adding more tabs to it so that you can, say, have-- because it was one of the biggest requests, right, being able to add the output log and so that you can just pop that open and look at it as you're playing in viewport. Exciting stuff. And it's Control-Spacebar for those of you who haven't found it yet. Should probably be one of the easiest key binds that you might accidentally touch. Even someone did tell me that that's what happened. Simon, were there any other details on the UI that you were interested in covering? Or should we move on? SIMON: I think we can move on. We have lots of stuff to go over. VICTOR: Sure do, sure do. CHANCE: And one more thing I will say about it since I saw the question come up online, you can set it up, the viewport, the same as you had in UE4 if you prefer that. Nothing there is enforced. I think the intent was to make sure that you can kind of customize in the way that best fits your workflow needs. VICTOR: There's that Dock in Layout, I believe, is what the button's called, on the right side of the Content drawer. New flashy features, Lumen and Nanite. Michal, you have been the director for the development of these features. I don't know, where do we start? MICHAL: It's, I mean, tough to bring something new. Because we've been talking about this for quite a while. I think one part that I liked about the demo is how it's shown that, with these new technologies, actually, that allow you to get to this level of quality with fewer people and short amount of time, if you think about how polished it is and how much detail we were able to get in, I don't think it was-- obviously Nanite enables a lot of more detail. But just the flow and ability to create this with a small group of people in the time given, it's amazing. It's pretty revealing, I think, for what is achievable with the new workflows. When it comes to Nanite, I mean, we already talked about it a bit. It's our new micropolygon renderer. It's a combination of software rasterization, hardware rasterization. And basically it does allow you to let loose significantly more when it comes to the limits. You can use a ton of instances, ton more polygons. Basically throw it onscreen, it will work roughly at a constant rate. There are some performance scalings that obviously we can run into. But you don't have to worry about LODs. You can just take your cinematic model from your DCC tool, put it into Unreal, and go. You have it onscreen. It runs a performance. We have still a lot-- it looks very polished. It looks great. But we still have a lot of work to do here. Right now we're working with opaque and rigid meshes. We have plans to add scanning in the future to add translucency. That's something that's not in the Early Access build yet. So yeah, it's one of these enabling features that will and are changing the way people are making content. Lumen is-- I've seen some great images people creating with Lumen, like the day Early Access was released. I've seen awesome images. It seems like this is one of these very accessible tools. It's a true GI. So you take your scene, disable lightmaps, put it on, turn on the lights, start to play with emissive materials. It's great. Everything reacts to it. Time of day actually suddenly looks so much greater because Lumen reacts to it. I think the great thing we're doing here is how widely accessible Lumen is in terms of hardware. You don't really need to have ray tracing hardware to run Lumen. It's great. It's supported. And we are still working on improving it. But we have the whole software tracing solution for the hardware that doesn't want to use hardware ray tracing or for the titles that make the choice. That's actually working just as well. And that's what we used in the demo. It's a mix of screen space and world space tracing. So to keep things smart, we try to gather as much information from screen already as possible. And then we add even more detail from our world space Lumen structures. Another thing I think we didn't give too much attention yet is our new temporal super-resolution technique. So it's the next step in our temporal interlacing that's been available in Unreal for a while. It's great. There's a lot of magic behind it. But it basically allows you to render almost true 4K image at a cost of 1080p. It's very easy for people to try if you just download Unreal. Download the demo. You can turn it on and off. And you can see how the frame rate actually changes and how small the difference in quality is. And we're still working on this feature. I'm pretty sure it's going to go even better. Yeah, and oh, I should not forget, actually, Groom and Hair. It's not completely new feature, but I think it's shown prominently with Echo this time around. It uses our custom rendering pipeline to actually be able to render individual strands of hair. There are several dozens of thousand strands attached to Echo's head. And we rendered with our custom technique. It's properly lit. We have voxelized technique. We use voxelization there to make sure that shadows work really well. It's fully integrated with our virtual shadow maps. So a lot of improvements around here integrated with volumetric cloud lighting. We reduce the footprint here. And the performance is greater than it was before. So we are moving much forward with this technique. I mentioned virtual shadows. I don't think I give them credit before. It is one of the key techniques actually that shows off the Nanite. It might sound a bit counterintuitive, but the amount of detail, shadow detail, we are able to get with the virtual shadow maps do bring up all the fine geometric detail coming from the Quixel Megascans and the render to Nanite. It's sort of a sibling to the Nanite in terms of enabling all this detail on screen. That's about it. VICTOR: We're getting a couple of questions in regards to what Nanite can currently and will support, one of the main ones being foliage. Folks are applying it to tree assets. Could you go into just a little bit of detail there of where Nanite currently is in regards to what it supports right now and what we might see in the future. MICHAL: OK, so Nanite currently supports opaque and rigid geometry. That means what you've seen in the demo, actually even the Ancient, was Nanite, even though it's moving but it's all rigid parts. So it allows to be rendered this way. We will be adding, in the future, scanning support. We want to add translucencies. That's what, basically, you would need for foliage, animation and translucencies. And also we have some ideas and some research ahead of us on how to render foliage with Nanite. Because it's less about what Nanite allows, the amount of performance, the amount of polygons you do. But with foliage, you need to think about how to reduce the geometry and complexity as a tree or a bush moves further away from the screen. So that's, again, some bit of an R&D we want to do in the future to enable. Currently, you can take a tree, make it opaque mesh. So you can model the leaves as polygons. And it will render. It might just not look entirely correct as the tree goes further away from the camera. Because we don't do all the right calculations considering the sparse nature of how tree looks. VICTOR: Thank you, Michal. For those of you interested in more details in Nanite, I'm going to keep repeating this, but I do want to let everyone know that we will be covering Nanite in detail next week on the stream. And if you go ahead and look at the Twitch About page, you can see the full schedule for the next almost two months of UE5-related livestreams. And I'm sure there will be more coming later in the year. Let's move on to our large-world tools. They involve quite a few new tools and features and workflows in Engine. Simon, would you like to go ahead and talk a little bit about it. SIMON: Yes. I'm pretty happy that we finally have World Partition out in the world. We've been working on this for a few years at least, with a fairly large team. The reason why we wanted to work on World Partition was to greatly simplify workflows for large worlds. Like if you think about building a massive world, it means you probably have lots of artists and they all want to work collaboratively and be as efficient as possible. And the way Unreal was set up in Unreal 4, all the actors were stored in level files. And it brought contention where, if you want to move an actor, you have to check out level that was already checked out, you're blocked. So with World Partition and one file per actor on the editor side, we split the actors down to the five levels. So each actor is its own file. And what World Partition does is that it handles dividing the whole world into a bunch of editing cells that you can decide to load or not load to work into your big world. So instead of loading a 4 by 4 kilometer world that's going to take a long time to load just to work in a small corner of the map, you can just load that corner directly, that cell, and probably load 100 times faster than you would have if you loaded everything. In some cases, you can't even load the full world because it's just too massive. So World Partition becomes critical. The other aspect-- well, let me back up a bit. Before that, to handle the contention, what people would do was split the data into multiple sublevels. So if you want to have a level arches working and you have to have lighting arches working and sound, you would split that in sublevels. And then you won't have contention problems. But this brought data management problems where you have to think about splitting everything, you have to think, OK, I'm going to have four arches, I'm going to have four sublevels. And then if you move actors between sublevels, it adds complexity. And since the sublevels are also used for streaming, you can end up in cases where, whoops, the actor is now in the wrong level and streamed at the wrong time. So it just becomes complicated. And we really wanted to make it easy so it just works, so you just place your actor, place your stuff, do your gameplay. And it's just going to work without thinking about splitting data. On the runtime side, what World Partition brings is, again, no need to worry about sublevels. No need to worry about, OK, I'm going to load that part of the world. And then when I move to that area, I'm going to load the second part and unload the previous part, and then have to worry about memory budgets and all that. So World Partition, when cooking the data, it splits the world automatically on a grid and creates, basically, mini sublevels for each cell. And then we use a streaming radius around the character or around any point of interest that you would want to use to stream the necessary cells as you move. So as you move through the map, it's loading the cells in front of you, unloading the cells behind, it's managing the HLODs. It just makes life much easier. And then you can customize, you can change the size of the runtime cells if you want, depending on the density of your world. And for very advanced users, when closing and shipping a game, you could, if you want, to create multiple grids having a coarser grid for the buildings and such and a fine-grained grid for details on rubbish and things like that you would want to have different streaming policy, different streaming radius. So yeah, what else for World Partition? Yeah, with World Partition now, World Composition is deprecated. And if you have a game that already uses World Composition, we have a commandlet that can be used to convert automatically. It does most of the job for every World Composition levels that were distance-based if you add some logic to handle the streaming, then there's a little bit of tweaking to do, but it's not too bad. And the last point to note, World Partition is not enabled by default. So if you create a new project, it won't be World Partition. You need to go into Project Settings, enable World Partition. And then, if you create a new level, it will be automatically a World Partition level. Make sure to read the documentation. It's a little bit different working in that system. You need to figure out how to load the cells and all. But once you understand the basics, it's pretty simple. Maybe last point, for the one file per actor, we've also greatly improved our source control integration so that when you get to submit, you see all the actors that you modified. Previously you would just submit the whole level blindly, not really knowing what was changing there. So now you see that, oh, touched this light, I touched this actor. I should not have touched this actor. I won't submit it. And then you can manage, directly from the editor, your changes and then submit it from there. VICTOR: Thanks, Simon. One of the questions we received in regards to World Partition came from alleya but a few others voiced it. "What is the state of multiplayer support for World Partition?" SIMON: Yes, for multiplayer, there's a few things-- let me check my notes. Yes, there's a few things that were not fixed in time for Early Access. So if you play around with data layers, it will not be replicated. And on the server currently, HLODs are getting loaded. So that's probably going to be fixed in a future release. And replay on the server also doesn't work. But other than that, it works fine. CHANCE: And that's just for Early Access, right? There's teams working on-- SIMON: Yes. Yeah, we already fixed most of those. But we just missed the cutoff. CHANCE: So that's great. These tools have been really game-changing for us and working on Valley of the Ancient-- not the code name-- we were able to, as I think Simon said, there's a little bit of change in thought around how we build-- similar to Lumen and Nanite, some of the more traditional methods of just building games or whatever, you have to rethink them a little bit. But once we got the teams up and running, which was within a handful of days of us just talking through how it's going to work, we had like a dozen artists from the quixel side and from the Aaron Sims and the content side on the engine team, kind of like putting things in the world all the time, all day, every day. And we worked around the world too. I mean, we had people in I can't remember how many countries working on the project. And no one had the, oh, I have the map and I have to give it to you unless it was like a Blueprint thing that we had to handle. And that's completely separate from a number of the things we were talking about. And we would just sync, and then just more and more and more stuff showing up in the map all the time. I don't think, in the time frame that we had, that we could have really built it that way. I mean, I can't remember how many-- it was something like 2 million mesh instances in the Moab scene. And there's a ton in the dark world scene. We were able to have people work in the same virtual space next to each other. We'll probably talk about it in a livestream. I think we have Jean-Francois and myself later on. But the Quixel team actually, in the world, because you don't have a sublevel that you're checking out, they put these big white planes that says, OK, I'm working up to this white plane. So don't worry about going past that point. And I remember Whiting is like, what is with the planes? Is this like some debug thing? And it's like, yeah, it's their bookmark, just to kind of say, this is what I'm working to. And everybody could just go crazy. The "one file per actor" support is really, really, really something special with that, being able to see exactly what you changed, why you changed it is really awesome. I can't tell you how many times I've worked on a project where the map file's dirty and I don't know if I did it. And so I don't know if I'm losing a change that I need. But I don't think I did it. But I'm a designer. I'm a gameplay person, putting stuff down. And I'm just not sure if there's something I'm not referencing. And so I just have to revert and hope for the best. Not anymore. It's phenomenal using that tool for the project. SIMON: I think the first thing that will be difficult to adapt for seasoned UE4 developers is stop thinking about sublevels. It's like the first instinct. It's like, OK, I'm going to create a sublevel for this, a sublevel for that. Don't worry about that. Just put your stuff in the map. And stopping that reflects takes a few days. CHANCE: [CHUCKLES] SIMON: But they fall back to that. But with World Partition, you don't create sublevels. We don't even allow it. CHANCE: Yeah, we were using data layers upfront to learn how they work. And then just to generally be able to, across the board, turn things off to see how they impacted perf. A good example is foliage. We didn't really know how some of the bushes we were going to put in there we're going to affect our performance. And so we put them on their own data layer that we can toggle at runtime. And I put it to a hotkey so we could do some fly-throughs and just do perf recordings where it just turns on, turns off, it turns on, turns off so we can kind of see how you spike and move down. And at the end, we collapse those down to only the data layers we need to actually switch between the two worlds. So they can be a good organizational tool if you want to, but they don't have to be how you actually operate. And Simon, too, on that note, if I have a data layer disabled, is it like the cells, is that stuff just not in memory anymore also? So I'm not paying for things that I don't need at edit time? SIMON: That's a good question. CHANCE: I wasn't really sure. SIMON: I would believe so, but I'm not sure. CHANCE: OK. I think the fact that, if I come in here and I disable it in the editor, the campfire replace one is the one that has all of the super-dense geometry. We turned a bit of that off. The fact that it takes quite a bit to pull that down and turn it all off, it's not just flipping hidden flags, I'm assuming that it's [INAUDIBLE] a lot of that out. SIMON: Pretty sure it is. CHANCE: But that's the same thing too, like with World Partition. Because people had their dividers in that space, they knew the cells that they could just not have to ever worry about until they come up to that divider. And so that means you don't have to have more resources locally to understand the context of where you're building. You just kind of take what you need, build what you need, submit what you need. And eventually you might add features like being able to lock a cell so that changes can't be done in those areas or basically like checking out the checking out the level if you want. So maybe in 5.0. CHANCE: Yeah. Super cool. VICTOR: And now we definitely don't want to forget about audio. Because if we do, then Aaron McLeran will come and let me know. Hopefully might be in chat today as well. In UE5 Early Access, we have MetaSounds, which is getting closer and closer to what one who is familiar with working with DAWs might be more used to in regards to how you can shape and dynamically modulate audio in real time. Whiting, would you like to go in a little bit about what MetaSounds involves? NICK: Yeah, but now I'm scared that Aaron McLeran is watching and judging everything I say. VICTOR: That's the case anyway. He's going to watch this in the vault. So just-- NICK: Hi, Aaron. VICTOR: [CHUCKLES] NICK: [CHUCKLES] No, I think that's a really good analogy. MetaSounds is really the culmination a lot of work that the Audio team has been doing over the past few years. Because sound cues, which are kind of the old system that's been around since early UE3 era, is a little bit antiquated. There wasn't a lot of things you could do with them other than take a sound and then kind of modulate the volume levels on it and do some very, very simple stuff. But over the course of the past 2 to 3 years, you've seen the new Audio Mixer come in. That's allowed us to take some of the audio processing and put it on to other threads so that we have a little bit more headroom to do cooler things with it. And so MetaSounds, which they're kind of making their debut in the Valley of the Ancient project, are really our attempt to bring the power that you would get on the rendering side from writing something like a shader or a post-process into the realm of audio. So when you look at what you can do with a MetaSounds graph, it's not just change the volume of something, but you can actually do sound synthesis on there. You can playback samples on there. All the stuff that you'er really used to working with, in the audio side, with a DAW, you can do now in the engine directly. So one of the cool parts in the video that we premiered was the sound of the Ancients' laser is partially synthesized in game and then it's partially has some samples overlaid on top of it. So it just really kind of opens up, in the same way I think programmable shaders and materials did for rendering, we're kind of opening up those same sort of workflows with audio. And then Quartz, on top of that, is a system that-- I think, to simply put it, it lets us talk back and forth between the audio that's playing in the background and the sound effects and the actual game world. So in the battle with the ancient golem. The music in the background is actually talking back and forth with gameplay so that as the music starts to build and whatnot, the golem starts charging up and animating. And then once we get to a point in the song where it's like now would be the perfect time for you to play that animation and start the laser charge going, we can actually call directly back into Blueprint to say, all right, go ahead, play your next animation and do the attack. So it's really opening up the door for a lot of really cool audio features that weren't possible before and a much tighter integration between things like the foley and the music going on and the actual gameplay systems itself. And I would be remiss and Aaron would yell at me if I did not mention it was sample-accurate as well. So if you want to start making music games in UE5, I think now's a good time to start playing around with those systems. VICTOR: And make sure you let us know and show us what you're working on, because that will be very exciting to see. CHANCE: Actually let us hear what you're working on. Because it's really hard to look at audio. NICK: I think one other thing to mention too is, originally, Chance was talking about, back in October and November, which systems are we going to show in there? And we're like, OK, maybe we'll have one or two MetaSounds as a sample in here. And then Dan Reynolds, who's one of our technical audio guys, was like, we're just going to do the whole thing in MetaSounds. And so it was a little bit shocking and terrifying. But it's really, really cool that we actually pulled off every sound in there going through the new system. So really, really happy with what the Audio team has done with that. CHANCE: Yeah, one thing I thought was super cool about MetaSounds is how much data you can pass in about your world. I mean, it's kind of a theme in general about a number of these new features, is that it's not just a bunch of content that you bring in that has a minimal set of kind of injection points to pass data or do things with. It's just a lot more flexibility, a lot more deep integration into other things. And yeah, the Ancients laser attack is kind of a really big one that's got a bunch of stuff going on in there. But you can look at numerous other MetaSounds in there that do very similar things. And we're already seeing, again, in the community, people already poking around with that and making some really, really cool things. NICK: Yeah, and the laser example is kind of a simple one we wanted to do just so it's easy to pick apart and people can see how we make it. But there's no reason that that's the upper bound on complexity. [INTERPOSING VOICES] CHANCE: Yeah, and I think, too, talking to Aaron-- we'll get him and Dan on at some point in the future-- but the widget library is going to be just a bunch more modular effects and different things you can do that you would expect in like a sound library. And the thing will grow, similar to the Blueprint API, over time. Super exciting. VICTOR: Sure is. Almost too much. But the show must go on. And like Chance said, we will be covering MetaSounds and Quartz in detail later on, in July, I believe. Check out the schedule. If you just scroll right below on Twitch, it is right there. CHANCE: And real quick, too, we said it in the script, but on MetaSounds, I just want to make sure it's in there, if you're not an audio designer or you don't understand audio, this is an incredible point to try it out. Just like me-- I'm not an artist, but I can get around in the Material Editor and I can make some shaders that do something interesting in my games. MetaSounds brings a lot of that same kind of power to audio generation. And so it looks very similar as if you were to hook up things, like kind of ins and outs, into like a stereo. And so if you can think in those terms as far as node-building and stuff, even if you don't understand audio or you're not a big audio nerd, it is an incredible tool just to go poke around with and learn from. We've had a lot of fun with it. Sorry, Victor. VICTOR: There's no apology to be made. I mean, I even left my camera here to get my box. Let's go ahead and talk a little bit about animation. It is sort of highly featured in Valley of the Ancient demo that is available. And there are a couple of new systems here that we would like to highlight. Simon, I will give it over to you. SIMON: Sure. So we're introducing our brand-new full-body IK Solver, which is significantly better than our other older Jacobian solver. So it's inspired by constraint solvers and rigid-body simulations. And it offers a much better performance, artistic control, and with a simpler interface. We also have the new motion-warping framework that allows you to dynamically adjust the root motion animations to adapt to dynamic or changing environments it matches specific targets that you place in your world. You can find examples of that in the demo. And you can also find examples about the slope warping to adapt the flat locomotion to the rough, rugged landscape of the world. It's written entirely in Control Rig. And it's using the new full-body IK solver. Finally, we have the blend space improvements that allows you to blend arbitrary animation graphs instead of just simple animation clips. CHANCE: Yeah, awesome. FBIK is used a couple of places throughout the demo. It's again, a way we can all kinds of meaningful data into the system and make system A and system B work really well in tandem. For us, it kept iteration time really nice for that battle sequence specifically. We were able to get the results we wanted without having to go back and author a bunch of new animations. We just had one base thing that we wanted. And then we were able to really refine that, iterate on that as long as we needed to to make it feel just right for the battle. Super cool. Again, these are tools for designers like me that aren't specialists in animation or art or audio other things like that. I feel like I can go in and do something really impactful here. And I feel like I don't always need an engineer or an artist to go build new things for me to be successful, which is great. It keeps disciplines working really, really tight together too. There's been so many times when it's like two or three folks would get in a room, in the engine, and just kind of hammer out the details of what we need to implement. And that's what we end up shipping. And FBIK is one of those things that's been really nice for that. VICTOR: And we have Jeremy Grant and a couple of the folks from his team back on the livestream in a couple of weeks to talk about these in detail. If you are curious about some of the features now, maybe it's worth pointing out-- and this is something that I've seen, a question that's been coming up for the last year, you can still use features in UE4 to learn the tools that will still exist in UE5. Obviously some of them are not there. But in regards to when it comes to our learning content, if you're new to Unreal Engine and you're looking sort of for basic tutorials on how to use Blueprints, for example, or just our gameplay framework, you can still learn all of those workflow frameworks, naming conventions, et cetera, in UE4 and apply them in very large quantities to UE5. And so don't feel like you cannot go and search for questions and problems and tutorials in UE4 and then apply it to UE5. You will find out and see that, in many cases, the user interface and the tools are very similar, except for the ones that didn't exist in UE4, of course. But we are going to cover and try to do our best to fill out documentation as well as learning samples. While I'm on that topic, Unreal Online Learning does have lessons and tutorials specifically for UE5. So if you haven't checked that out, it's learn.unrealengine.com. And you'll find it right there in the Course section. CHANCE: Yeah, Whiting, let's talk about game feature plug-ins and how cool this is for designers and programmers working together to not make tarballs. [CHUCKLES] NICK: Yeah, game feature plug-ins are something that kind of came out of the learnings from making a game like Fortnite, that works on such a massive scale with a massive team with a ton of gameplay programmers And designers. And it kind of fits the same role for programmers that the one file per actor in World Partition does for level designers and artists in that it's a way that you can kind of keep pockets of functionality separate from one another. So if you look at the demo, when Echo starts out, if you drop the Echo Blueprint in the world, she doesn't do a whole lot other than just walk in there. But during the course of the demo, she's got two modes that enhance her abilities. One of those is when she releases her little moat drone at the beginning that can fly around. And then once she transitions to the dark world, she can throw the light dart, kind of charge projectile, to blow stuff up and find the Ancient at the end. And both of those features are implemented as gameplay feature plug-ins. So basically what that is a plugin that self-contained that has all the assets it needs, all the Blueprints scripting it needs, and any native C++ code that it needs that has a little descriptor file that you can open up and say, OK, when I load this plugin, I want to stream in this content, add these components to these types of actors and whatnot. It really lets you create the scripting and functionality orthogonally to the actual Blueprints itself. So if I was working on the drone moat and chance was working on the light dart ability, we wouldn't be stepping on each other's toes necessarily. And the other nice thing about it is it means that it's more easy to transport that kind of functionality between different projects if you want to because it's all kind of encapsulated in that module itself. So it's not the sexiest thing to show off, because it's just a bunch of menus and kind of an organizational thing, but it really kind of forces us to do a lot more implementation of functionality in components that can be added to Blueprints rather than in just monolithic Blueprints themselves. So it's a little bit of a technological feature and a little bit of a philosophical shift at the same time. What we found was really cool-- and we'll have Michael Noland and I think Mike Beech on to talk about it later-- is that we were able to pipe a lot of the functionality through the gameplay ability system. And with that, we're able to give players new gameplay abilities with a lot of this content that, again, doesn't exist in the core game at all. So there's a one-way reference. And using the gameplay ability system, we're able to say, this turns off these other things in a tag-specific way. So the main game might manage some tags for specific things. But that allows us to make sure that, if Whiting's working on something that takes these input controls, and I need those and we know that they're never going to be on at the same time, I can just make sure that that whenever the game is appropriately loading this, it turns those things off. And so it's a really powerful system. It's funny, we built the drone-- we pulled the drone straight out of the [? Kite ?] demo. And we kind of repurposed that a little bit. We knew we wanted to explore the space with something. And we kind of wanted to see what we could do there. And so the C++ and the Blueprints and the VFX and everything for that is and the Hover Drone plugin there. And then the actual light dart blast, energy blast she's got, we originally built that as a separate game feature plugin to just enable to give her a new ability. And then we kind of took it a little bit further for our demonstration. If you see, it's called the Ancient Battle plugin now too. And not only does it turn all of that on for her, but it also adds the destructible pieces, all the targeting stuff that the actual attack needs, and it brings in the actual ancient for you to fight. So it might be like in a world where you've got a map for some time where, oh, there's this place that some future content is coming down the pipe but it's not ready yet. It maybe a limited-time thing. You're timing this with some event in your game. And then so you kind of release this game feature into your game. And you enable it whenever it's ready. And then, that way, now that it's enabled, your player can do things that they couldn't before. But it's not like you had to release a whole new client build, so also their new stuff with it. It's something that you can just enable separately and go from there. I think we've learned a lot using this feature in Fortnite, like Nick mentioned, to see how do we not build that, where you have a character, if somebody needs to check out the character asset, and because of that there's all these other things that it has to touch to receive or vice versa, if I have to save the light dart, well, since it references Echo, it thinks it needs to resave Echo. So I've got to make sure that I got to do that to. And Nick happens to have Echo checked out. And he went home for the weekend because that's what he does. NICK: During a pandemic, I'm always home, Chance. CHANCE: That's right. Oh, yeah, sorry, you went upstairs for a week. NICK: I did. I did. I think you did touch on something else that was-- folks that are cracking open the Valley of the Ancient project, the interplay of the game feature plugin and the gameplay ability system is really kind of important. And if you're used to traditional, super-deep Blueprint code, it looks like there's a lot of indirection going on now. But really that's kind of the philosophical portion of it, where we build things using gameplay abilities and gameplay tags and whatnot to keep them kind of generic at the base game level. And then we can layer that functionality on top of it. And that's how we can have a generic character at the base that has their animations extended and their abilities and their input extended. And we can make sure that, if you load the hover drone ability and the battle ability at the same time, when you pull the trigger, the right thing is going to happen. It helps you kind sort out what's going on the input stack and things like that. So those two really are important to think about in tandem, I believe. CHANCE: Yeah, and it works with the input action system too. So that makes it really easy to just find new input actions/remove new input actions from pretty much anything you want in there, just to stack components and actors in your world. It's pretty great. I'm a big fan. VICTOR: I think we're at eight pages of questions. And I will let everyone know that we are gathering them all. And thank you so much for sending them in. We will not be able to cover all of them in detail today. But we are gathering them and we will prep all of the guests, in the upcoming week, to go over some of the questions that you have. But we still have some time to go. So perhaps you'll get lucky and we're able to catch the ones that you've been asking. A lot of good ones. All lot of good ones. Something I've seen come up over and over and over again that I think it's worth covering real quick, I'm seeing UE5 and VR and AR. What is the state of stereo rendering and all of these new shiny features? Is there anyone on the call who would like to tackle this question? MICHAL: I can. So Nanite, in the early access, is not is not supporting multi-view rendering. Is it something we'll be adding soon? So unfortunately, the shiny new feature doesn't work. Lumen works. VICTOR: All right. And there is a new VR template. So you can go ahead and check that out. [LAUGHTER] CHANCE: Just a shameless plug there, Victor. VICTOR: Shameless plug there, yeah. NICK: What would you know about that, Victor? CHANCE: Yeah. VICTOR: No idea. CHANCE: Oh, my lights came back on. That's good. NICK: Fantastic. CHANCE: I'm like, the only person here. And so every once in a while-- NICK: We paid your power bill for you. CHANCE: Oh thanks, buddy. Appreciate you. Hey, I see the next thing we have on here to discuss is with animating in the engine. We've had control work a bit. Simon, you want to give us the TL;DR of where we are there? SIMON: Sure. I mean, it's pretty awesome to think that the engine was all completely animated in-engine. No external DCCs were used for that. That's pretty cool. CHANCE: Very cool. SIMON: Obviously it's all set up with Control Rig. Echo is also set up with Control Rig. So you can download the demo and play with that. Basically, animating an engine, we're using Sequencer in Control Rig. And we have a few tools like a Pose Library, a Snapper tool and a Twin tool. With the Pose Library, you can create reusable poses and then apply them to your libraries. So you want the end for the robot and things like that. With the Control Rig Snapper tool, it can pin objects or controls from your Control Rig to other objects in the world. And it makes keyframes over a duration of time. CHANCE: Oh, that's right. SIMON: Yeah. CHANCE: Yeah, that's awesome. SIMON: And the Twin tool, you can create the new in between keyframes and weights and weight them based on the keyframe or pose that is either ahead or behind the current keyframe. And Control Rig also now supports encapsulation and the ability to share and reuse modular rigs, if you have function libraries. CHANCE: No, that's awesome. Yeah, and you touched on it for "Valley of the Ancient." You know, The Ancient is 100% animated in-engine, all of it. Everything he's got there, using Control Rig, which is a super cool. Working with Jeremiah, he showed me how some of the tools work and how it's used. I've never used it before and again, I'm not an animator. But I feel like I can go through and do some things there, that I could not do before and at least try out ideas and whatnot, using these kinds of tools without having to load a different piece of software, which I don't have a license for nor how to use. SIMON: Control Rigs is really, really make it easy to do and play around with the character and if you had on there. CHANCE: Yeah. SIMON: Very powerful. CHANCE: Yeah, the FBIK node is basically a Control Rig node, right? That you can pass all your data into? Yeah, super. Super powerful, man. Great, great stuff. Wanted to call out to that's the high-level number, or I guess a high-level list of features that were UE5 specific, that we wanted to make sure to showcase well in Topaz-- I'm sorry, in Valley of the Ancient. I mean, it's 5 now. [LAUGHTER] I just wanted to also call it too, that there's a number of UE4 features that we use that have really good representation in the project as well. So if you are new to UE, or if you want to see how some of these things were done, there's some good examples of other things in there. Like, White, are you going to talk a little bit about Destruction? NICK: Yeah. With the destruction that's in the demo plugin, we wanted to have a few pieces. And it was really important to us to put it through its paces running on console, in terms of performance and memory. Because I mean, it's doing destruction that has Lumen-- or sorry, not Lumen, Nanite assets within it for the destruction bit, so that they actually match the environment. There was a lot of time and a lot of hard work, both by the Content side of the team in the Simulation team, getting that up to speed. I think we went from gigabytes of memory in use on the console to have those pieces in there to much, much, much less memory that properly streams in and out. That was, I think, a huge behind-the-scenes piece that I think we'll be seeing more and more of as UE5 becomes more mature, now that it's kind of up to snuff on consoles. CHANCE: And a really cool way to take a look at that too, is if you load up the Dark World, you can open up the robot, the Ancients' sequence for emergence. You can kind of scrub through it and watch all the individual caches break and whatnot, and, take a look at the assets specifically from there. Some really great examples in there. Same thing with Niagara. I mean, on the Ancient, who's got the big old spinning red volumetrics in his head there, that Ryan Brooks put together for us, which was super great. As well as the fire, there's some really great things in there. I haven't spent enough time with Niagara yet. It's the first place I'm going to dive in, just to see how we made some of those things work. As mentioned before, a gameplay ability system is peppered throughout pretty much anything we could get onto for Echo. I've seen a number of questions scroll through chat about it. If you're interested in learning, we've got some really good docs on it from UE4. And you can see it in use with these other gameplay systems that we've got. Of course, too, Blueprints are still here. We're using them for pretty much everything in here. So if you're used to digging around in there and want to see how any of this is set up, on the Ancient is one big Ancient. Or I'm sorry, one big Blueprint called, I think, BP Ancient. So you can find that pretty easy too. NICK: And a bunch of gameplay ability Blueprints. I saw in the chat, they were saying how does Echo play different animations and stuff? CHANCE: Yeah. NICK: It just doesn't happen in the base game. If you look at how the gameplay ability Blueprints are set up in there, that's how we do it. CHANCE: Yeah, I think there's like, what, the Dodges one? The Walk Overrides one. NICK: Mantling is one. CHANCE: Light/Dark one, the Vault, yeah, the Mantling is one. NICK: The touching of the Dark Rift. CHANCE: You interact with that, that's right. NICK: Mhm. CHANCE: We tried to go ham. NICK: We went totally ham. VICTOR: Yeah, I was going to say in a lot of areas. Not only animation. CHANCE: Yes. Yes. NICK: It's a very ham-rich project. CHANCE: Yes. We've talked about a number of these features that are well represented in the project in different areas. I'm sure there's a handful of other things that are in UE5 that might not be here. Is there anything, just want to make sure there's anything we haven't covered, we can before we move onto what's next. VICTOR: Still gathering questions. CHANCE: OK, yeah. VICTOR: I don't even know what page I'm on right now. CHANCE: It's all good. I just didn't know if there's anything, it's like, oh yeah, we didn't have the appropriate time to highlight it here or actually use it. VICTOR: We're doing good on time. We have gone through a whole bunch of it. So I think we can just continue. And then we'll have a good amount of time for questions. CHANCE: Yeah, sounds good. Nick Penwarden-- I have to specify because we have so many Nicks-- what's the road to 5.0 look like? Are we going to do hotfixes? Any supplemental releases between now and then? What can developers expect? NICK: Yeah, the road to 5.0, we are looking at putting out a hotfix for early access. But what we want to do is gather up crash reports, feedback, stuff like that. Focus on getting stability up in early access a little bit. And seeing what iterative improvements we can make over the next couple of weeks, maybe next month. Then our focus is going to turn towards the 5.0 release itself. So that's all going to be on taking the features that are in early access, continuing to improve workflows, continuing to have a really big push on polish, on optimization, on stability, to really get those buttoned up and ready to use in production to make games. The other stuff that we have in the future is we're going to be shipping Fortnite on top of UE5. That technology change is really, our goal with that is to use it as a proofpoint. Like, UE5 is ready. You can ship a game on UE5, because we are shipping our own games on it. That will give us a first nice proofpoint of shipping Fortnite on it. Then we'll get it all out to you. CHANCE: Awesome. Anything in particular from the engineering directors here? Specifically for what's next on the way to 5.0? Anything you think we can talk about that's going to maybe land at that time? There's a handful of things that we've mentioned in the past. But just anything that's not already covered? MICHAL: I think I can add a bit more. We're obviously polishing and making the features easier to use. Specifically to call out I think, Lumen, and the extending of the hardware ray tracing support is something we are still aiming for 5.0, I think it's going to be a great alternative for people. It hasn't been mentioned, but we are working on making platforms, the non-Windows platforms, easier to work with, easier to iterate on. But that's the whole effort we're pushing forward. Things like Vulkan ray tracing might come. We're working on optimizing the renderer, and so on and so on. CHANCE: Right on. NICK: I'll throw at that the MetaSounds' workflow is they're working on just making it way more feature rich right now, and adding more visualizers and nice debugging and workflow sorts of things to really help you implement MetaSounds, and help people get up to speed with how to use them. I know they're very keen to see what people are doing with them publicly. That would probably affect which kinds of features that they're adding to it, based on what demand is. Post your stuff, send it to Aaron and to Unreal Engine on Twitter, and I'm sure Victor can help us aggregate. VICTOR: I was going to say-- Aaron McLeran, Dan Reynolds, @unrealengine. Those are the three that you want to ping. Adam Block too, actually. CHANCE: Yeah. On that note too, it's funny, working with MetaSounds, it's very reminiscent-- Whiting, you might be able to speak to this-- of Blueprints at 4.0, right? Where there's really great functionality in there. There's a lot of really cool little things that have been added to Blueprints over time, that I think that they want to bring in there too. Like re-route notes, for instance, and things like that, to really make it nice and clean and neat. And yeah. Go. NICK: Yeah, Blueprints were basically a result of a lot of people walking over behind Nick Donaldson's desk and seeing what crazy stuff he got up to, and then making features that help keep him happy. So I think the same thing will happen with MetaSounds, where it's really based on what people are trying to do with it, is where we spend our time. CHANCE: Yeah. Cool, cool. VICTOR: Cool. Are y'all all ready to tackle some of the questions that we received during the last hour at 17 minutes? NICK: Yeah, let's start the Q&A. VICTOR: I want to hear it. Great, yes. Yeah. NICK: Let's do it. NICK: It looks like there's one or two, maybe. VICTOR: People have questions? Let's kick off with one question that came in quite recently, from AE Surowka "Is the preview going to be updated throughout 2021 until the full release? Or is this the only version we have access to until the 5.0?" CHANCE: Yeah, I can cover that. I mentioned briefly, we are going to look at getting a hotfix out. Maybe one or two, trying to similar to preview builds as we release them, before UE4 releases, looking to get stability up, looking to fix the very common problems that people are running into. But after that, the next release will be 5.0. VICTOR: And you can follow us on GitHub as well, if that wasn't mentioned. I was reading questions. CHANCE: Yeah, I actually sent a tweet out about that earlier too, main is on GitHub too. It's really cool. I don't know how many people had recognized that. But we have not just early access build. But if you really want to go like into the depths of the dragons and fight them with us, you can live on the absolute edge with main as well. NICK: Yep follow along as check-ins go into UE5. You can see it all live. CHANCE: I put a tweet up. And I was like, I wonder what the last check-in was. It was like, an hour ago. I was like, OK, yeah, it's getting updated. So pretty cool. VICTOR: Next question comes from loraesh. Who's wondering "What's the road map for tessellation replacements for things that Nanite does not support?" MICHAL: We are working on a knowledge-based article that will cover this in detail. But we intend to replace the tessellation with support within Nanite. It's still something, some work to come. I, unfortunately, cannot go and say we have a roadmap for it. Because it's a bit of an R&D. It's a bit of exploration there as well. So yeah, it is something on our mind. And something we are working towards. VICTOR: Next question comes from ChickenWeed. Oh go ahead, Chance. CHANCE: Oh no, it's fine. I'm tracking you and the dog. So following. VICTOR: Oh. [LAUGHS] Next question comes from ChickenWeed, who's wondering, "Will Nanite support transparent and animated meshes in the future?" MICHAL: Absolutely, yes. That's our goal. We want to make sure that every part of the pipeline that deals with meshes will be supported by Nanite. So we are looking at translucencies, at animation, we would like to get, as I said, tessellation, displacement working. VICTOR: Yeah, I remember another question, a little down further below. Don't remember who asked it, but someone was curious-- oh, here we go. From RonCon, who's wondering, why did you implement your own rasterizer? MICHAL: I think this will be best in detail answered by Brian, in the next livestream. It's a very passionate subject for him. But I think the short answer is because it enabled us to make Nanite. It's somewhere where we were able to move much further forward than anybody else. NICK: Yeah. I mean, two words, it's faster. But Brian can expand on that in more detail. VICTOR: Tune in next week, same time as today, same channel. We'll have Brian Karis. CHANCE: We got one here from AlveroRealtimeMayhem "I noticed the gameability system was used in the demo project. Does this mean we should expect newer updates to it?" Wanting to know the future of a GAS. NICK: Yeah, you know, game playability is something that kind of got incubated on Paragon and Fortnite. Then this is really Valley of the Ancient, because we were using the game feature plug-ins, was really the first time we were trying to productize it in the engine. But we've got some efforts spinning up right now that'll come out around the 5.0 launch. That will really put it through its paces and make some more complicated examples. And based on the learnings, we will definitely be updating that. CHANCE: I can grab this one right here. This is from thc_ilia. "Are there any plans for a tutorial series for Unreal Engine 5?" I think just as we move forward, we should expect everything, same behaviors we had around UE4 throughout its lifecycle. That's not just a continued support release, over release, with new features and functionality. But that comes along with us being able to put out resources for pretty much anything that we build and add to the engine. So yeah, I would say it's pretty safe to say so. Then another one from Anteaus, "How often do you plan to release updates and fixes to the release?" I think we had already discussed what we're going to do for early access and between now and 5.0. But Nick Penwarden, this is an assumption. I assume it would be very similar to what people expect from UE4 as well. NICK: Oh, sorry? Say that again? CHANCE: All good, that's good. NICK: I cut out for a second. CHANCE: You were texting like me, earlier. It's totally fine. Nah, I'm just kidding. "How often do we plan to release updates and fixes to release?" I know we talked about early access to 5.0. But I'm assuming that 5.0, going forward, is going to be very similar to what people can expect with UE4 now. We're just going to kind of continue that trend, as we move forward. NICK: Yep. Yeah, that's the plan right now, is once 5.0 gets out there, we'll be releasing frequent updates throughout each year. So yeah, expect a release cadence similar to UE4. VICTOR: In regards to Nanite and this new workflow, just, we're going to go back to this. I know Brian Karis is coming on, but there are a lot of questions. And I think this one is worth covering. When you now import movie-quality assets to the editor, you are left with files that are very large compared to the traditional much lower-quality workflow. What are we doing to make this workflow normal and easier to work with? MICHAL: There are a bunch of technologies underneath the surface. I don't know if people tried it. But if you try to take a big mesh and turn it into a Nanite, you actually notice that it's much, much smaller than the original mesh. We have really good compression underneath the surface. We're still working on improving it. We're looking at how we can make the assets smaller by obviously not distributing things you actually do not need to distribute. So it's a work in progress. But I think it's worth pointing out that the Nanite mesh is because of what our rasterization allows, are so compressed compared to the traditionals that you're probably actually saving space. I would add, on "Valley of the Ancient," too, the bigger offender, in terms of this size, was the texture, stores, because you need so many high-res textures to fill things up. But we did squeak in storing the original assets as JPEGs. Because a lot of the photos scanned assets from Quixel were JPEGs anyway. There's no need to store them lossless, as the raw data assets. So that's a feature that made it into early access and saved us a ton of disk space. I probably shouldn't say it, but a month and a half ago, we were at like, what, 320 gigs for the project, before we cleaned everything up and compressed it. But that does show you, the JPEG compression was a huge portion of that too. NICK: And goes to show how much texture was a part of that. CHANCE: Yes. NICK: Also-- CHANCE: Oh, sorry. On that note, on "Valley of the Ancient," if you look through the content, I think it's something like 90% of our content is that folder, right? it's the Megascans folder. We were able to delete I don't know how many normal maps, to cut all that out too. So we're using fewer textures in general. We probably could have been a little bit more deliberate over time, to pick the actual resolution of each of these textures that we actually need for specific spots. We also have a very broad array of different objects that are in there. So there's very many, many, many different unique meshes that require unique textures as well too. So probably some optimization to be saved there as well. NICK: The last thing I'll say on that is if you check out the Nanite documentation, there's a pretty good analysis there, of disk footprint and memory size of a Nanite mesh versus a traditional static mesh, as well as some thinking about what textures you need and how that potentially impacts size. So it's a good place to go to get an idea of what you can expect using film-quality assets in your game, how it will affect this footprint for your project. NICK: I think it's worth everybody hounding the Quixel guys when they come on the stream. But they already have a lot of learnings based on what they did here. And they think they can get away with using a lot fewer textures, and more detail textures, that are reused all around at higher resolutions to really chop down the footprint that we just didn't have time for on this project. So it'll get a lot better and we'll have a lot more best practices in the future. NICK: Yeah, that goes back to the "Valley of the Ancient" being an experiment for us. Right? This was us learning how to try to build this type of content. With what we know now, I think we'd built the environment a bit differently. And we'd be able to do it more optimally and achieve the same results. So I think it was is an awesome project for us to get an idea of how to build content with this tech. And as we learn more and more, we'll want to share that with you all. And as you explore the tech and have learnings, please share it back with us. CHANCE: Exactly what I was going to say, yeah. VICTOR: Go ahead, Chance. CHANCE: No, I'm just saying, that was exactly what I was going to say. There's so much that we learn through the process here, that we hope to be able to share. VICTOR: Something that I didn't actually know before we released it, but some folks in the community packaged the demo. And it turns out that the package billed is 25 gigabytes. Which is quite the change from the size of the project itself. Add everything that comes with optimizing in performance, is usually what comes after the tools have been built. So there's a lot to come there. I hope everyone's excited to participate in it. Mayne on GitHub, be vigilant. NICK: Yeah. It's also worth pointing out one of the reasons for that size difference is that when you download the project, you will get both the original source assets, like the source JPEGs for all the textures, the raw source triangles for all the geometry, as well as the optimized versions. That way your first experience opening the project isn't processing all of that data. So you're effectively downloading what's in that final package, what you would shift to players, once you've made your gamer experience, as well as the source assets themselves. All of that is encompassed in that initial download. VICTOR: On that note, there have been a few questions in regards to hardware, and to what kind of computer do I need to work with Unreal Engine? What kind of computer do I might need in the future, to play Unreal Engine games? I think we can touch a little bit on the difference between "Valley of the Ancient" and Unreal Engine 5 in general, when it comes to the plethora and range of hardware that exists out there? NICK: Yeah. I guess I can speak to that. So with "Valley of the Ancient," we were really targeting how do we push the limits of the technology that we built on the high end, for next-generation consoles? We were targeting next-generation console hardware with this demo. And we really built all of the content with that in mind. The short answer of what hardware do you need to develop with UE5 is, depends what type of content you're wanting to build, and how you want to build it. When you want to build a game, that's going to say scale across console generations. You can still take advantage of Nanite and take advantage of its capability to render extremely high-polygon meshes. You just need to build your game content with the idea that hey, I'm going to scale across platforms. When we were getting Fortnite, which was originally made for consoles running on mobile, part of that effort was figuring out how do we scale down? Or how do we take that content and scale it down to run on mobile phone hardware? It's kind of the same idea, when you're going to approach this, is really, you approach building your content by thinking about all the platforms that you're going to want to ship it on. And then take advantage of how you can scale up and down that content on different platforms, to optimize the final results for it. CHANCE: Then, I would even say, we've been working the "Valley of the Ancient." I mean, game development is a series of those kinds of compromises. You choose where to spend that budget based on what you think is most precious to you and your game, whether it's frame rate or visuals, or reflections. So you might spend some points in bucket A. Really, a lot of it comes down to being content specific. VICTOR: Thank you both. All of you. Thanks to all of you. [LAUGHS] Without you, we would not be here and there would not be UE5 available right now. Putting that out there. Moving on. NICK: And The entire Development team. We're just a couple of people who helped make this. VICTOR: When I'm saying you, I guess it's just all of you developers out there. There are more. Believe it or not, this is not the only one folks who worked. CHANCE: Yeah, I'm just the guy they asked to talk. MICHAL: It's the royal you. VICTOR: Same here, just the face. Like I all the intricacies in UE5 yet. Trust me, I've not had nearly as much time working with the tools. I see all of you out there working with it. I'm getting a little bit jealous. Because we're in the weeds with everything that's involved around community and preparing all this for you. But eventually, we'll all get there. It's a journey that we're all traveling together. Next question comes from o_dz_o, who's asking, "Will there be other sample projects released? "Valley of the Ancient" is good as a complete sample. But it's quite overwhelming to jump straight into it. Other sample products that are less complex would be good for me. CHANCE: Funny, that Penwarden and I were literally discussing this, I think what, four days ago? Right? And what the plan is next. We don't have anything really, to share at this point. But we do recognize that there are numerous ways that we can provide value to folks that's not a high-end example project. There are plans for 5.0, for a number of the different various ways that you would get access to examples, such as content examples. Or other sample projects in the works that are on their way. So stay tuned for more information there. But it is something that we're discussing in the shorter term too. VICTOR: And I would say that we can probably expect a lot of content to come out from the community? CHANCE: Oh yeah. VICTOR: Just, I've had several requests from folks, tutorial creators around the world, who is wondering if they're allowed to start creating content with UE5? And they are. There is, the same end user license agreement applies to UE5 as it applies to Unreal Engine 4. So go ahead, produce content. Make all the crazy things. And we'd love to see it. Next questions come from JB, who's wondering, "How easily do plug-ins transfer over from UE4 to UE5? Should we expect to see some plug-ins updated to support UE5 soon?" That's going to be multifaceted. I think maybe it needs more, a little bit more info. There's UE4 engine plug-ins that are in UE5. There may be some that made the jump and may be some that we plan not to. Other plug-ins to be updated to support UE5, that might be things like Marketplace or whatnot. Nick, Penwarden, are there things that are in Ue4 right now, like plug-ins or systems that we know, that we haven't yet ported up to UE5 yet? NICK: Well, everything that we ship with UE4 is available as part of UE5. Marketplace plug-ins are different. So individual plugin developers are going to have to take the time to update their plug-ins for UE5. It's another thing that I've noticed, as I've been trying to see how developers are working with UE5. And a number of plug-ins developers are noticing that they were very able very easily able to get their plug-ins up and running in UE5. So I hope more and more plugin developers have that kind of experience where it's, more or less, easy to get them translated over. Depending on the specific plugin, it may be easier or more difficult to get it running in UE5. But similar to getting projects in, I mean, the goal is that upgrading shouldn't be that much more difficult than updating for a new UE4 release. CHANCE: Cool. VICTOR: The next question comes from Polter_, who's wondering, "What are your plans for the Water plugin? Will there be any changes in Unreal Engine 5?" NICK: Yes, for 5.0, we want to make the Water plugin production ready. Right now, I don't remember if it's experimental or beat, but it's not production ready yet. One part that is missing is the making water work with the World Partition. So splitting the water across the grid. So that's in the works. Yeah, just quality of life improvements, and another thing that we want to tackle is the brush limitation. Which right now, the brush is for the whole map. If the map gets too big, then we run out. The brush basically makes the engine crash. So we want to have a better approach for that, so that we can scale up to much larger worlds. VICTOR: Thank you, Simon. Next question comes from Richard Sun who is wondering, is there an established pipeline to convert UE4-lit scenes to convert towards and to support Lumen? MICHAL: That might be a better question for Daniel, who will be, I think, live in two weeks? CHANCE: That's right MICHAL: Two weeks. But right now, I think I'd summarize it the way I read it, somebody tweet about it. You go in. You disable Lightmaps. You turn on Lumen. And it looks awesome. I haven't tried it, but people tweet about it that way. CHANCE: Yeah, it's just a dropdown in the Project Settings at this point? MICHAL: Correct. VICTOR: It's enabled by default, in all new projects. Which, if you are using the VR template, you actually do have to disable Lumen. Because otherwise, the lighting that's baked there does not display it in the correct way. This will be fixed. This will be hotfixed in the future. Some special template shenanigans that had to be done to make that work when you create a new project, that it's default and it shouldn't be in that project. Just to note. Next question comes from Mateo Merchan Lopera, who is wondering, "Can it be possible to produce a full video game only with Blueprints in Unreal Engine 5?" NICK: I would say as much as possible as it was in UE4. I mean, there might be some rough edges if you have to cert on console, potentially. But we've had people ship games that are Blueprint only. So there's no kind of fundamental limitation to it. We tried to use as much Blueprints as possible in "Valley of the Ancient," just to show it can be done. And I always harp on this example. But Robo Recall, which I noticed Victor, you are repping back there, was about 85% Blueprints. There's no limit on performance and whatnot, as long as you are diligent about what you do and write good code in Blueprints the same as you would write good code in native code. There's ways to get around it. So I don't think there's any fundamental limitations for it. If there are, we should fix that, so let us know. CHANCE: Working with folks over the UE4 lifecycle, there's numerous games that launched on Steam, right? Or other PC stores, that are Blueprints only. Typically, yeah, when it comes to console, generally the native aspects there are operating with SDKs mostly, right? Things that the hardware itself needs that native layer for you to attach to you. But yeah. VICTOR: Moving on to the next question comes from ShadowAimai, who's wondering, "How big can you make maps now?" SIMON: Well, the limitation comes from the floating point precision. So 10 kilometer by 10 kilometer, you're going to be fine. Basically, if you move away from more than 5.2 kilometer from the original, you start getting to the world position world. You can have a 16-by-16-kilometer world if you want. And if the outer rims are more like fake meshes that you don't have gameplay, that you can't navigate in that area. So 16 by 16 would work. But yeah, 10 by 10, if you want to have gameplay. CHANCE: Yeah. On that note too, what we shipped in "Valley of the Ancient," we did 2 by 2, is the place that we focused on. But we had artists hand dressing a lot of that, for a dozen weeks or so. With more people and more time, we could've done the same thing and gotten much larger, even with that process there. Because of streaming systems like World Partition. Being able to get what we don't need out of memory and what we do back in. Wasn't a limitation of the tech, at that point. For us, it was just limitation of the schedule. VICTOR: Next question comes from Simon Finnie who's wondering, "How important is fast-access memory, such as in the PlayStation 5 solid-state drive, for performance with this Unreal Engine 5 technology?" NICK: It certainly helps. Whether you're streaming in content for levels or streaming in geometry with Nanite, streaming in textures with Virtual Texturing. The more I/O bandwidth we have, the more that you'll be able to stream in that detail without noticing the difference. However, the technology does scale surprisingly well. I actually have "Valley of the Ancient" on a spinning-disk hard drive. I've been playing around with it a little bit. It actually works surprisingly well. MICHAL: Yeah. I think it's worth noting that virtual textures in Nanite, for example, they are much more gentle when it comes to the amount of streaming. It's not like you move and then you get megabytes and megabytes of data suddenly, in one frame. It's much more continuous and much more fine grain. So actually, yeah, it's working pretty well on all kinds of I/O. VICTOR: Next question comes from Biotorial who's wondering, "Are landscapes planned to be supported by Nanite?" MICHAL: Huh. They're planned to be supported by Lumen. That's what my answer. NICK: I think Brian will have opinions on that. MICHAL: Yeah, Brian will have opinion on that. But yeah, it's certainly working on the demo. We were looking at all the different ways we could shape this technology. So it's one of the things we need to take into account, as an experience coming from the demo. CHANCE: Yeah, currently the virtual height field work would be the way to scale up geometric complexity on the terrain. But we're exploring all sorts of options for the future. VICTOR: Next question comes from Ryan VanMeter. Even though this question is specific, I think we can answer a little bit generically. The question is, "Is multi-user editing functional or planned? I'd like to start prototyping with a friend, and it would be cool if this UE4 feature made it into this early access demo." Other than the clear deprecated features that is listed in our documentation, unless it's there, these features will be made available in UE5. If they're not currently working, they will be in the future. So if you're curious what sort of was in UE4 and what will be in UE5, go ahead and head over to our documentation, where you can see the entire list of features that have been removed. If any of you know specifically about multi-user editing in UE5, feel free to chime in. But I have not yet tried that. SIMON: Yeah, I have not tried it either. But as far as I know, it should be working. NICK: Chance, you need to pay your power bill again. VICTOR: I know. CHANCE: Yeah, I don't know what's up there. Need to have like, a ceiling fan or something around here, always moving. VICTOR: Let's see, next question comes from AE Surowka, another Nanite question. "Vertex painting on instant Nanite meshes, coming at some point?" MICHAL: Yes. Although I am not sure if we will call it vertex painting at that point. Nanite meshes are huge, in terms of the amount of polygons and vertices you can make. So we are not yet sure if what we will be doing soon is going to be precise vertex painting or something more volumetric. We made some experiments over last year. And it looked very good. Now we need to wrap it up and productize it. So yes, it's something we actually are working on. VICTOR: Next question comes from MOA Development, who's wondering, "Are there limitations to the density of meshes when importing?" MICHAL: Not really. We had meshes that were tens of millions of polygons. So I mean, at some point, people can run out of memory somewhere. I would encourage everybody to report the cases where this doesn't work. VICTOR: The user did note that they have noticed crashes when trying over 5 million triangles. MICHAL: That sounds-- that's unusual. It would be great to have that mesh and test it out here, to see what's going on. VICTOR: MOA Development, you know where to find us. Send us your Crash Log. Next question comes from Handkor. Handkor's wondering, "Are Marketplace C++ plugins able to publish early access versions or do they have to to wait until release?" For now, we have no choice in regards to Marketplace support. But stay up to date on our Twitter account, as well as the forum thread. And we will update you. Right now, UE5, or the access, it's meant to be played around with and experimented with. But feel free to prepare your plug-ins. Make sure that they work and there's no limitations for you to not be able to distribute them elsewhere. CHANCE: I've got one here, Victor, that I'd like to see if Penwarden can answer. "What is the plan for future updates to UE4, for now?" NICK: Yeah, I can talk about that. We will be releasing 4.27 later this year. Currently that is the last planned release that we have for UE4. We'll play that by ear a little bit. If there is a good reason for releasing a small update to you UE4, say for SDK updates or something like that, that's something that we'll consider. But our plan is to jump right from 4.27 to 5.0. CHANCE: Yeah. Also on that note, if you still are on 4.0 and you don't want to move to UE5-- or 4.27 and you don't want to move to UE5, since the source is available, which it'll remain available, if you need to do SDK updates or things to support live games that are already shipped there, that option will be available to you going forward as well. Right. VICTOR: Next question comes from Sonali Singh, who's wondering "If the Control Rig sample project is available in UE 5.0?" I believe this is a reference to the livestream we did with Jeremiah Grant. We weren't able to say this after the stream. I know we did mention that we were going to provide the slope-warping example project. The reason why we couldn't do that is because that was being developed for the UE5 early-access release. So the "Valley of the Ancient" demo actually contains a much better version of the slope-warping example. So that is essentially the example project for slope warping. Was it motion warping now? Am I saying that right? CHANCE: FBIK handles the slope warping and motion warping, as for the motion animations that are driving those. VICTOR: Next question comes from Emomilol1213. I've seen this, a couple of questions in regards to this. They're a little bit confused on the deprecated tag on ray-traced reflections, et cetera. assume that hardware ray tracing would run faster than software. Is there some hidden toggle to use RTX in Nanite? Could we go into details a little bit, what is going on there? MICHAL: Oh, yeah, that's probably didn't come out right. The reason why it's marked as the bracket is because Lumen is taking over that part of the pipeline. You can use it still, the optimized reflections that are coming from UE4. But Lumen, Lumen is integrating a better version of it. So as we work on the hardware rate of sync support and extending it, it will fully replace the exclusive reflections part. NICK: Yeah. Maybe a different way to think about it is that Lumen is a system that is combining a number of technologies to provide indirect lighting of all forms. Whether it's GI via indirect diffuse, or reflections, you know, indirect specular. Basically, the hardware tracing is a component or a tool that Lumen has that it can use for the purpose of reflection. So hardware ray tracing is still alive and well for reflections in UE5 with Lumen, and will continue to be. But that's the path forward, basically. Ray tracing will be integrated into Lumen. VICTOR: Thank you all. I know that a couple of you have some important things to deal with right around soon-ish. So I wanted to give all of you the opportunity, before we end the stream here, I wanted to make sure that if there's anything else you thought of that you wanted to bring up for our audience here today. Then I'm going to move over to our little outro. They've said everything they wanted. Go ahead, Chance. CHANCE: Of course, I have something to say. No, the only thing I have to say is, thanks for coming along on the ride with us. Community, we're really excited. We want you to let us know what you think. Download the tools, poke around. We've seen some really amazing photographs come across social, or across the forums and whatnot, videos. As always, you're doing incredible work out there, with our tools. So we really like that. Continue to give us feedback, as you always do. We're all really stoked about this next generation. This is just the start. We have a ways to go ahead of us. But we're all excited and we're really excited to have you here with us. NICK: Yeah, I'll just echo that. The early access release is the culmination a lot of hard work that the Development team have been putting into getting UE5 ready. So seeing all of the really cool projects that you all are working on is really inspirational for the team. And really looking forward to what else you all create with it. CHANCE: That's right. Then also, shout out to all the UE engineers and all the folks that have been working on making this possible. It's been a pretty massive effort to get here. It's just been really amazing seeing it come together. NICK: And all the Slack threads we have going on, with all the people posting links of all the cool stuff that's being done. I've seen the Infinite Dog quite a bit, and a bunch of the rebuilding elemental with Lumen and stuff like that. That's the stuff that keeps everybody going and inspired. Please post stuff. Especially silly stuff. That's my personal favorite. More Infinite Dogs in Nanite. CHANCE: Yeah. A volumetric dog, if we can get it in there. NICK: Yeah, if we can get volumetric dogs, so that we'll know we've made it. CHANCE: Right. Then also too, I wanted to mention, I'm sure that Victor will probably ring us in with this. But there's a ton of questions we didn't get to here. But we'll be taking these out and parting them out for a lot of the future livestreams we have that are a little bit more contextual on specific topics. So we'll try to get to everything in those as well. VICTOR: On that note, for each of the livestreams that we do every week, not just in regards to Unreal Engine 5. We post the forum announcement post a week or two prior to the stream itself. And that is a great place to go and ask your questions before the stream. Now, we have gathered all of the ones from today. So we will try, as to the best of our ability, to prep our future guests with these questions. However, if you didn't get a chance to ask them and you're watching this, the Vault, on YouTube, or Twitch afterwards, when those posts go live in the forums, head over there. Ask us your questions. Give us as many opportunities as possible to answer the questions that you have. Because occasionally, they might require a little bit more thought than something that you can do on the spot. That's the best place to go for that. Of course, you can always spin up other threads on the forum as well. But this is a special opportunity that you have to specifically prepare the guest who is coming live for us on that day and then tune in. That said, all of our livestreams are available on YouTube and Twitch. Immediately after we go offline, you can find the entire Inside Unreal YouTube playlist available right below on Twitch. If you're on YouTube, it should be right there already. If you started watching us today and you are new to the world of Unreal Engine, go to www.unrealengine.com. Actually, you don't even need a www. Maybe on some platforms you still do, I don't know. But unrealengine.com is where you can download the Epic Games launcher. From there, you can download Unreal Engine, whether that's 4.-- 4.26, .27, or .0. Actually, I thought it was kind of funny when Chance mentioned 4.0. If you're still on 4.0, you should probably upgrade, at this point. That would be my recommendation. No? Chance says no. CHANCE: No, it still runs. VICTOR: It still runs, yes. Anyway, going off tangents here. That's where you can find Unreal Engine. There is learn.unrealengine.com, where you can find over 90 courses produced from professionals in the industry, on how to use Unreal Engine. And you can learn everything from lighting to animation. And like I mentioned previously, these skills will transfer over to Unreal Engine 4, just like your projects will. So if you'd like to learn, there's no better time than to start right now. We do transcribe all of our livestreams on the channel. That script usually is made available about a week after we go live. It does contain timestamps. If there was anything in particular in the stream that you don't remember when we talked about but that you want to dig into it, you can download that transcript. Or just turn on Captions for YouTube, which is the ultimate and best reason for them. And you can find that, Control-F, and you can find that timestamp in the video. We do timestamp all the videos on YouTube as well. Honestly, the best place to watch the VOD is probably on YouTube, because of that. There are completely-- excuse me. There are communities around the world that are still throwing virtual meet-ups, even though we are not seeing each other in person yet, as the pandemic is still raging strong. communities.unrealengine.com is the place where you can find groups of people in your local area to get together with. Some of them are still throwing virtual meet-ups around the world. That's a good place to find other like-minded people who are working with Unreal Engine. Whether that's games, virtual production, media, architecture, you name it, they are all over the world. If you can't find a group, there's a button to become a leader. Fill out that form. Get in touch with us, if that's something you're interested in, and we will get back to you. Make sure you visit our forums. There's also our unofficial Discord channel, unrealslackers.org They just spun up last minute UE5 channel's there last night. So if you have those questions, you can head over there. There's also the new category on the forums, where you can head over and ask you questions. We'd love to see what you're working on and get all your feedback, so that we can make you UE5 the best engine there is, can be. We're still looking for new countdown videos. If you have them, go ahead and shoot them to community@unrealengine.com. This is 5 minutes of development. Whether that's sped up, whether it's real time, you be our guest and fill that out. We'd love to see all the stuff you're working on. Make sure you follow us social media. And if you stream on Twitch, make sure you use Unreal Engine category. You can combine that with our Creative or Game Development. They're both good. It allows us to find the stuff that you're working on. We try to come in and hang out with you as often as we can. Notification bell on YouTube, and now I'm about to be done with my outro. Next week we have Nanite going on with Brian Karis, Galen Davis, and Chance Ivey, on the stream. I hope you all are excited for that as I am. And with that, I would like to give our special thanks. Please, chat, give it up for our guests today, for all the time they gave us, the knowledge, and also all the work that they've done and will be doing in the future. Thank you, all. Now I want to see chat just go crazy. OK, there you go. CHANCE: Great. VICTOR: That's a little bit better. CHANCE: It's silent applause, but we can watch it. It's like watching audio, like we talked about earlier. Thank you all for making the time, Engineering folks, for this. This is super, super awesome. Real excited about UE5 and where we'll take it from here. NICK: Yeah. Thanks, everyone. MICHAL: Thank you. NICK: Thanks. VICTOR: Thank you all. With that said, it's time to say goodbye. We'll see you all next week. Let's roll the outro. Take care, everyone. [MUSIC PLAYING]
Info
Channel: Unreal Engine
Views: 112,997
Rating: 4.922821 out of 5
Keywords: Unreal Engine, Epic Games, UE4, Unreal, Game Engine, Game Dev, Game Development, ue5, valley of the ancient, early access, global illumination, ray tracing
Id: 6W1DFdLiWN8
Channel Id: undefined
Length: 123min 16sec (7396 seconds)
Published: Thu May 27 2021
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