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  • The Last GASP!? Game Animation Sample Updates for 5.8 + Q&A | Inside Unreal
    2026.08.14 に

    Join us as we dive into the most recent update to the Game Animation Sample Project! We’ll walk through the project, explore what’s new, and host Q&A with members of the team.

  • Evolving a Legend: Bringing Halo to Unreal Engine 5 | Unreal Fest Chicago 2026
    2026.08.14 に

    How do you move one of the most iconic 25‑year‑old game franchises from its proprietary tech stack onto a modern engine without breaking its soul? In this session recorded at Unreal Fest Chicago 2026, Halo Studios takes you behind the scenes of Halo’s multi‑year transition to Unreal Engine 5—a journey filled with breakthroughs, pitfalls, paradigm shifts, and a whole lot of learning. The team explores how this shift reshaped every discipline across the studio, from production rhythms to engineering mindsets to art workflows. You’ll hear how they re‑thought development methodology, rebuilt pipelines, retrained teams, and re‑examined assumptions that had been embedded in the franchise for decades. Along the way, they share the good, the bad, and the genuinely exciting moments when new tech unlocked ideas that were never possible before. Whether you’re leading a franchise reboot, modernizing a legacy codebase, or just curious, this talk offers practical lessons, surprising discoveries, and a candid look at what it really takes to reinvent a AAA pipeline while building ‘Halo’ for the future. Find out more about using Unreal Engine to develop games here: unrealengine.com/uses/games #Halo, #HaloStudios, #UE5, #AAAGames, #GameDevelopment, #UnrealEngine, #UnrealFestChicago2026

  • AnimGen
    2026.08.14 に

    AnimGen | Community tutorialAnimGen allows users to create character controllers using Machine Learning in Unreal Engine. This tutorial series cover…dev.epicgames.com

  • Building Xbox Games with Unreal Engine’s New GDK Plugins | Unreal Fest Chicago 2026
    2026.08.13 に

    Players expect their games to follow them from the devices they have today, from Windows 11 PCs and handhelds to the future of the Xbox console. The Microsoft GDK plugins for Unreal Engine, publicly available in UE 5.8, give you a single path to build on Win64 to ship your games on all of these devices. In this session recorded at Unreal Fest Chicago 2026, Microsoft and Epic share the Xbox and Epic Games implementation plan, demonstrate plugin features, and examine how Epic Games itself leveraged these plugins to build and launch Fortnite on Xbox on PC. Find out more about using Unreal Engine to develop games here: unrealengine.com/uses/games #Xbox, #MicrosoftGDKPlugins, #UE5.8, #Fortnite, #GameDevelopment, #UnrealEngine, #UnrealFestChicago2026

  • The Optimization Journey of ‘Far Far West’ (so far) w/ Tom Looman & Ari Arnbjörnsson | Inside Unreal
    2026.08.13 に

    Evil Raptor has spent significant effort optimizing their early access game “Far Far West”. Join Tom Looman and Ari Arnbjörnsson as they analyze the profiling data, dissect specific optimizations for the project and explore further opportunities as the game continues development.

  • Pricing and Packaging your In-Island Transactions | Creating in Fortnite
    2026.08.11 に

    In-island transactions add a new revenue stream on top of engagement payouts—and pricing your offers well is a design practice, not a one-time decision. In this livestream, we walk through frameworks for setting prices and packaging items across your catalog: a three-tier price structure (entry, mid, and premium), different pricing logic for durables vs. consumables, and when bundling serves your players better than individual offers. A bundle creation example from this stream is available in the Verse Code Snippet Repository on the Epic Developer Community—explore, reuse, and build on it in your own UEFN projects. https://dev.epicgames.com/community/fortnite/snippets Learn more about pricing and packaging your in-island transactions: https://dev.epicgames.com/documentation/fortnite/pricing-and-packaging-your-in-island-transactions-in-fortnite 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

  • Making a Mobile Tower Defense Game | UEFN Build-Along
    2026.08.10 に

    In this build-along, UEFN Evangelists Josh Grant and Magnus Enebakk create a mobile-friendly tower defense game from scratch—walking through touch inputs to place towers, custom tappable widgets, and waves of NPC enemies. See how UEFN’s new mobile features apply to your own projects. Learn more about building for mobile in UEFN: https://dev.epicgames.com/documentation/fortnite/mobile-development-in-fortnite #Fortnite #UEFN #FortniteCreative #UnrealEditorForFortnite #gamedevelopment

  • Creating a Dynamic and Modular Configurator for Private Jets | Unreal Fest Chicago 2026
    2026.08.10 に

    In this session recorded at Unreal Fest Chicago 2026, Bombardier gives an overview of the techniques used in the creation of their configurator for private jets. This tool is designed to facilitate clients in efficiently and thoroughly choosing their options and materials during meetings with Bombardier’s customer-facing team. The configurator is completely data-driven and makes extensive use of data structures. Everything in it is dynamic—from the menus to the levels—and updated in real time based on selections made by the user. The team can quickly add, remove, or modify existing data, without affecting the configurator itself. All the elements are imported separately and the tool takes care of assembling everything. This enables the generation of thousands of permutations in real time, along with a dependency and placeholder system to avoid updating hundreds of levels. Bombardier explains how they use Lumen and Substrate to mimic the results of traditional render solutions. All materials are based on modular libraries of material types, surface finishes, and extra customizations—making it possible to generate thousands of physically-based materials. They also showcase the carpet configurator mode: an advanced setting that enables users to adjust fiber appearance, colors, pattern elements, and more. Explore the Unreal Engine Product Configurator Template here: dev.epicgames.com/documentation/unreal-engine/product-configurator-template-in-unreal-engine #AeroplaneConfigurator, #Bombardier, #Lumen, #Substrate, #UnrealEngine, #UnrealFestChicago2026