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  • Building Together: Collaboration & Branching Workflows in UEFN | Unreal Fest Chicago 2026
    2026.09.02 に

    Collaboration and iteration on Unreal Editor for Fortnite (UEFN) projects gets more challenging as teams and roadmaps grow. In this session recorded at Unreal Fest Chicago 2026, we demonstrate Unreal Revision Control basics as well as recently released branching workflows that provide you and your team more flexibility to plan, iterate, and achieve your vision together. We discuss how branching enables safe experimentation, helps teams develop features in parallel, and enables you to plan releases more confidently. Find out more about using UEFN to develop games here: fortnite.com/developer/tools #UnrealRevisionControl, #UnrealEditorForFortnite, #UEFN, #Fortnite, #GameDevelopment, #UnrealFestChicago2026

  • The Blood of Dawnwalker | Developer Interview | Unreal Engine
    2026.09.02 に

    Watch this video to learn about the debut project from Warsaw-based developer Rebel Wolves and sink your teeth into the reasons Unreal Engine 5 was chosen. ‘The Blood of Dawnwalker’ is an ambitious open world dark fantasy action RPG set in 14th-century Europe. In it, you play as Coen, a human by day and vampire by night, fighting to save your family in a story shaped by your actions and the secrets you uncover. After evaluating their options, Rebel Wolves selected Unreal Engine 5 for key features including World Partition, Lumen, Sequencer, and Blueprints. Press play to discover how UE5’s tools and workflows helped reduce iteration times and improve collaboration between teams. To get the full story, read our interview with Rebel Wolves here: https://epic.gm/dev-interviews-blood-of-dawnwalker #rebelwolves , #TheBloodOfDawnwalker, #GameDevelopment, #UE5. #RPG, #WorldPartition, #Lumen, #Sequencer, #BlueprintVisualScripting, #RPG, #DarkFantasy

  • Template Abilities | Creating in Fortnite
    2026.09.01 に

    Join us for Creating in Fortnite: Template Abilities, a practical livestream exploring how to use Template Abilities to create reusable gameplay abilities more efficiently in UEFN. Template Abilities are part of the Ability System, the framework for building extensible, reusable gameplay abilities in Verse. They give you a timeline-driven path so you don’t have to write custom activation logic from scratch. You get a structured way to define how an ability plays out over time—from targeting and activation to projectiles and gameplay effects—making it easier to build, iterate on, and reuse abilities across your games. Learn more about Fortnite Template Abilities

    #Fortnite #UEFN #FortniteCreative #UnrealEditorForFortnite #gamedevelopment Timestamps: 0:00 Opening 4:21 Introductions (Andrew Ruffini & Todd Eckert) 6:04 What are ability templates? 8:54 Demo start: sandbox setup & ability component overview 11:02 Ability component deep dive: input triggers, target queries, timeline elements 16:36 Demo: sticky grenade, orb shooter, teleport, icy flips & sky cast abilities 20:54 Code walkthrough: projectile base component & sticky grenade logic 25:07 Code walkthrough: sky cast multi-animation timeline 27:35 Triggering abilities without input (NPC use case) & building a bot 32:20 Q&A: slowing players, Star Wars-style powers, NPC abilities 35:36 Q&A: key bindings, ragdoll, damage types, damage popups 38:24 Q&A: projectile spawn origin, visual cooldowns, LUF naming question 43:30 Q&A: modifying speed on hit + live bot demo (icy feet ability) 47:48 Q&A: what “template” means, movement/dodge/flying abilities 52:00 Q&A: hit events, ability canceling, character scaling, status effects 56:24 Q&A: custom ability components, damage source bug 1:00:23 Q&A: path out of experimental status 1:03:56 Q&A: prediction on server-only Verse, future timeline features 1:09:07 Closing thoughts, community feedback ask & shoutouts 1:11:33 Closing

  • Project Health in Unreal Engine: The Technical Indicators That Matter | Unreal Fest Chicago 2026
    2026.09.01 に

    The Technical Developer Relations team at Epic, based on their experience supporting customers and their own work with Unreal Engine, has identified a selection of cross-discipline indicators that often influence the outcomes of real-time projects. Jam-packed with resources, this session recorded at Unreal Fest Chicago 2026 explains what these key indicators are, why they’re important, what types of projects they affect most, where in the lifespan of a project they’re most impactful, and how to implement Epic-recommended best practices. Topics covered include optimization, fidelity, scalability, engine version integration, build health, iteration workflows, project settings, and avenues for additional learning. Although each of these topics touches on a number of features that could (or already have) separate deep dives, we spend our time fitting all these pieces together from an implementation-focused perspective. This session specifies which of the key indicators are set-and-forget or need cadenced reviews; which phases of a project are most practical for implementing each recommendation; and which specialists are needed for implementation. The presentation includes a shortlist of several must-know resources, including recorded talks, templates, articles, and more. It also provides the context and clarity needed for developers to parse the in-depth resources shown and confidently implement these important best practices in their work. Find out more about Unreal Engine here: unrealengine.com #GameOptimization, #UnrealEngine, #UnrealFestChicago2026

  • How a Solo Dev Made a Blueprint Online Multiplayer Game with UE in 7 Days | Inside Unreal
    2026.09.01 に

    Join us as Christopher Main walks through his workflow for creating an “Online Puzzle Extraction Game” in 7 days as a solo developed project. Utilizing many Unreal Engine systems for extremely fast blueprint multiplayer iteration. This session shows quick tips for concept, retro aesthetics, 3D modeling, rigging, animation, textures, audio and more. Check out the game yourself here: https://themainstark.itch.io/spinlock

  • Incremental Cooking in UE 5.7: A Dive Into the UE Cook Pipeline | Unreal Fest Chicago 2026
    2026.09.01 に

    By default, Unreal Engine projects fully recook on every invocation: each package to ship is loaded and saved, with partial but not full caching. On large projects, it can take hours for every execution. Since UE3, Unreal Engine has supported opt-in iterative cooking, in which only changed packages are loaded and resaved. The legacy version of iterative cooking does not detect all dependencies, however, so some packages are skipped when they should not be and stale data is used at runtime. In UE5, we’ve added more robust dependencies into the iterative cook; this new version is now the default in 5.7 and is called incremental cooking to distinguish it from the simpler legacy iterative mode. Incremental cooking has some dependencies (ZenServer, TObjectPtr, programmer guidelines for C++ changes) that are required either for it to be enabled or for it to work correctly. In this talk recorded at Unreal Fest Chicago 2026, we present what is necessary to make incremental cook fully enabled on your project, report the results we have seen on our internal projects, and discuss the remaining work still in progress. Find out more about Unreal Engine here: unrealengine.com #IncrementalCooking, #UE5.7, #ZenServer, #UnrealEngine, #UnrealFestChicago2026

  • A Deep Dive into Unreal Build Accelerator | Unreal Fest Chicago 2026
    2026.08.31 に

    This session recorded at Unreal Fest Chicago 2026 provides an in-depth walkthrough of Unreal Build Accelerator (UBA), how it works with Horde—and how we use them together at Epic Games. UBA distributes heavy compilation tasks across local or remote machines to speed up builds. We go deeper on UBA, how we have it set up internally at Epic for our build farm, and how Horde and UBA provide access to a massive fleet of helpers for developers in office and working from home. The talk also explores what’s new in UBA since Epic first talked about it at Unreal Fest Seattle in 2024. Find out more about Unreal Build Accelerator here: dev.epicgames.com/documentation/unreal-engine/horde-unreal-build-accelerator-and-remote-compilation-tutorial-for-unreal-engine #Horde, #UnrealBuildAccelerator, #UnrealEngine, #UnrealFestChicago2026

  • One Engine, Many Surfaces: Scaling Rivian’s In-Vehicle & Web Experiences | Unreal Fest Chicago 2026
    2026.08.31 に

    What does it take to run a single Unreal Engine 5 foundation across multiple in-vehicle and web surfaces across automotive programs? Recorded at Unreal Fest Chicago 2026, this session by RV Tech (the joint venture between Rivian and Volkswagen Group) breaks down the architecture, tradeoffs, and hard-won lessons behind making it work at automotive scale. RV Tech is building a foundation for scalable, high-fidelity 3D visualization, enabling consistent and engaging experiences across web configurators, in-vehicle software, and diverse interactive experiences for multiple OEMs. The talk focuses on practical patterns: how RV Tech defines a common UI and data contract across programs, how they scale content variants without exploding complexity, and how they keep teams aligned as they ship new vehicles and experiences. Watch to see how a “one engine, many surfaces” strategy enables an automotive JV to evolve quickly without sacrificing stability, while avoiding program-specific forks that are hard to maintain. Find out more about using Unreal Engine for automotive here: unrealengine.com/uses/automotive #HMI, #AutomotiveConfigurator, #Rivian, #Volkswagen, #UnrealEngine, #UnrealFestChicago2026