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  • Exploring Four Methods for Handling Projectiles in UE5 | Inside Unreal
    2026.06.03 に

    Many Unreal Engine beginners build their first projectiles by spawning an actor with ProjectileMovementComponent. That’s not a bad choice, it’s straightforward and easy to implement. But what if your game needs hundreds or thousands of projectiles? At that scale, performance, memory, and maintainability all start to break down. So, what are your real options? In this session, Michael Royalty walks through four practical projectile‑handling methods in Unreal Engine, explaining how they work, when to use them, and how they scale. Two are actor‑based, two are data‑driven, and each solves a different class of gameplay problem. You’ll learn the strengths and weaknesses of: Spawn & Destroy Actors — The simplest approach, ideal for lower projectile counts Pooled Actors — Reuse projectiles instead of constantly spawning and destroying them Trace‑Hit — Eliminate projectile actors for improved performance, with tradeoffs Multi‑Trace — A purely data‑driven method for large‑scale or bullet‑hell‑style systems We’ll look at benchmarks, discuss Blueprint vs C++, and break down which update paths benefit most from moving logic into native code. You’ll also see how rendering options like Static Meshes, Instanced Static Meshes, and Niagara fit into a scalable projectile architecture. Whether you’re building your first shooter or trying to scale an existing one, this talk will give you a practical framework for choosing the right projectile system for your game.

  • With the help of Unreal Engine 5, Play by Play Studios were able to bring NBA THE RUN to life
    2026.06.03 に

    After all, ball IS life🏀 We spoke with the team to learn how they used the EU toolset to help craft the fast-paced 3v3 Basketball, check it out if you missed it last week: https://epic.gm/dev-interviews-nba-the-run

  • 2 weeks until we’re live from McCormick Place Convention Center for this year’s State of Unreal
    2026.06.03 に

    Be there online or in person in Chicago June 17 at 9AM CT to find out the latest on Unreal Engine, UEFN and the optimization efforts we’ve been cooking: https://epic.gm/unreal-fest-chicago-state-of-unreal

  • Exploring the Niagara Examples Pack | Inside Unreal
    2026.06.02 に

    Join us as our guests Dan Pearson and Alim Chaarani explore the Niagara Examples pack; a collection of VFX assets that are authored with best practices in mind, including scalability, Effect Types, Niagara Data Channels, and Lightweight emitters, plus limiting user parameters and emitter counts. The team will discuss the pack, break down examples of the pack, and provide insights and tips on best practices. You can explore this pack yourself here: https://www.fab.com/listings/0e188eca-4e54-4fb2-a9ed-d8b8a565e600

  • All the way from Port Desire, Neon Giant are bringing NO LAW to this year’s State of Unreal🌆
    2026.06.01 に

    Where the law ends, the real story begins. Be there on June 17 at 9AM CT: https://epic.gm/unreal-fest-chicago-state-of-unreal

  • Programming Essentials in Unreal Engine
    2026.05.29 に

    Programming Essentials in Unreal Engine | Learning pathLearn the basics of Programming in C++ in Unreal Engine.dev.epicgames.com

  • C++ Intro to UI with Unreal Motion Graphics in Unreal Engine for Programmers
    2026.05.29 に

    C++ Intro to UI with Unreal Motion Graphics in Unreal Engine for Programmers | CourseIn this talk, you’ll learn what UMG is, and how we can develop UI systems with C++ in mind. We will cover how developing…dev.epicgames.com

  • C++ Introduction to Networking in Unreal Engine for Programmers
    2026.05.29 に

    C++ Introduction to Networking in Unreal Engine for Programmers | CourseIn this course, you will learn how to use Unreal Engine’s networking building blocks to develop multiplayer features des…dev.epicgames.com