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  • Getting Started with In-Island Transactions | Creating in Fortnite
    2026.07.28 に

    In-island transactions unlock a new revenue stream in addition to engagement payouts. In this livestream, we use Verse to create offers for islands—walking through the basics of getting set up and building your first in-island transactions shop. All showcased Verse code is available in the Snippets Repository on the Epic Developer Community—so you can explore, reuse, and build on it. https://dev.epicgames.com/community/fortnite/snippets Learn more about getting started with in-island transactions: https://dev.epicgames.com/documentation/fortnite/in-island-transactions-in-fortnite Learn more about UEFN: https://www.fortnite.com/developer #Fortnite #UEFN #FortniteCreative #UnrealEditorForFortnite #gamedevelopment

  • Audi F1—Designing Livery with the Power of Unreal Engine | Unreal Fest Chicago 2026
    2026.07.25 に

    In this session recorded at Unreal Fest Chicago 2026, Audi AG gives a unique insight into their use of Unreal Engine to design the Audi F1 livery—and how they are pushing real-time workflows to the limit. The talk focuses on their Audi Visualization Unreal Solution platform—in-house tech that leverages the functionality of the Unreal Editor and exposes it to 3D artists in a way that centers on automotive visualization as the primary use case, while ensuring artists and visualization experts are not limited in what they can achieve. Watch to see a real-time, in-editor demo as well as technical deep dives into various Unreal Engine workflows, including how the team leverages Substrate—a node-based material authoring framework that replaces fixed shading models with a modular, layered system. Find out more about using Unreal Engine for automotive here: unrealengine.com/uses/automotive #AudiF1, #Livery, #Automotive, #AudiVisualizationUnrealSolution, #Substrate, #UnrealEngine, #UnrealFestChicago2026

  • Rigging with Unreal Engine
    2026.07.24 に

    Rigging with Unreal Engine | Learning pathLearn how to Rig in Unreal Enginedev.epicgames.com

  • Build It in Engine: Modern Rigging with Control Rig & Dataflow | Unreal Fest Chicago 2026
    2026.07.24 に

    Discover how to design and build production-quality character rigs directly inside Unreal Engine. This session recorded at Unreal Fest Chicago 2026 walks through practical techniques for creating modular, animator-friendly rigs that take full advantage of Unreal Engine’s real-time environment. The lessons learned can also be readily applicable in UEFN. Watch to learn how to prepare and structure rigs for dynamic, believable motion using Control Rig physics, empowering you to bring characters to life without leaving the engine. Find out more about using Unreal Engine for animation here: unrealengine.com/uses/animation #Animation, #Rigging, #ControlRig, #UEFN, #AnimatedCharacters, #UnrealEngine, #UnrealFestChicago2026

  • MetaHumans x Clo: Workflows and Best Practices | Unreal Fest Chicago 2026
    2026.07.24 に

    This talk recorded at Unreal Fest Chicago 2026 explores how best to work with Unreal Engine and Clo/Marvelous Designer in combination, with a focus on MetaHuman technology. MetaHuman DNA imports have recently been incorporated into Clo software. We show how to create a MetaHuman using Unreal Engine, bring it into Clo, and then bring the clothing back into Unreal Engine. Back in Unreal Engine, we offer some tips on how to easily turn your Clo clothing into an Outfit asset, and go over some best practices around getting the best results from this system as it evolves. We also discuss the Fab marketplace and how to create clothing assets to sell there. Find out more about MetaHuman here: metahuman.com #Clo, #MarvelousDesigner, #MetaHuman, #DigitalClothing, #VirtualFashion, #UnrealEngine, #UnrealFestChicago2026

  • MetaHumans in Blender: Using OpenRigLogic to Customize DNA’s Behavior | Inside Unreal
    2026.07.23 に

    Following Epic’s official announcement of the MetaHuman Devkit at Unreal Fest, Poly Hammer has integrated OpenRigLogic into Blender! They will be showing how you can use their free addon to get a 1-to-1 MetaHuman rig in Blender just like in Unreal Engine. Furthermore, they will be diving into some advanced workflows on how you can customize the behavior of a MetaHuman’s DNA with just Blender!

  • Epic Games Store: 2026 Product Update | Unreal Fest Chicago 2026
    2026.07.23 に

    For years, the Epic Games Store has invested resources in back-end tooling and the overall developer experience. Now, we’re focused on delivering on our promise to players. Watch this session recorded at Unreal Fest Chicago 2026 and find out how the store is evolving into a player-centric, games-first social ecosystem. From new features to long-overdue improvements, the Epic Games Store development team is moving quickly and cooking with gas. Press play to get a look at the 12-month roadmap. Explore what the Epic Games Store can offer developers here: store.epicgames.com/distribution #EpicGamesStore, #UnrealFestChicago2026

  • The Player Was Here: Persisting World State and Actor LOD Systems | Unreal Fest Chicago 2026
    2026.07.23 に

    In this session recorded at Unreal Fest Chicago 2026, we cover the state of relevant systems in Unreal Engine that help you implement persistence and hydration. Many game projects face similar challenges when it comes to world state persistence and gameplay performance in large worlds. When players return to an area, they expect the world to be in the same state as they left it. Reloading the world state needs to happen when loading a save file, when changing maps, and even within the same map when the player returns to a location that World Partition has streamed out. Keeping expensive faraway gameplay actors alive also leads to bad performance in a large, dense world. Persistence and hydration are two closely related aspects of level loading. Persistence refers to reloading map sections while restoring the modified world state and player data. Hydration refers to switching the representation of gameplay entities when they are far away from the player from fully featured actors to more lightweight representations, like simpler actors or instanced static meshes. This talk covers both production-ready and experimental UE systems. UE provides solutions like the Instanced Actors plugin, the Mass Entity framework, the Level Streaming Persistence plugin, and the Save Game system. We go over what their features and limitations are, the ways you can use them, and how Epic uses them. We also show some examples of how to restore gameplay state like the Gameplay Ability System (GAS) and State Tree. Text version: https://dev.epicgames.com/community/learning/tutorials/1mj4/unreal-engine-saving-world-state-with-actors-instanced-actors-and-mass Sample project: https://github.com/ZKShao-EpicGames/Sample-PersistenceLab Find out more about using Unreal Engine to develop games here: unrealengine.com/uses/games #FrameRateOptimization, #60FPS, #GameDevelopment, #UnrealEngine, #UnrealFestChicago2026