Unreal Engine ニュース | 一覧

日本語注目情報

  • Fab サマー メガ セールが始まりました!
    2026.07.21 に

    https://www.unrealengine.com/news/the-fab-summer-mega-sale-is-now-onwww.unrealengine.com

  • [UE5] プレイヤーについてくる集団を作成しよう
    2026.07.17 に

    執筆バージョン: Unreal Engine 5.7 こんにちは!今回は第26回ぷちコンのテーマ「だん」にちなんで、 プレイヤーが近づくとついてくる集団を作ってみましょう!   完成イメージはこちら! &nbs The post [UE5] プレイヤーについてくる集団を作成しよう first appeared on historia Inc – 株式会社ヒストリア.

  • [UE5]止まった時の中を移動したい!
    2026.07.15 に

    こんにちは 以前、アクションゲームで使える時戻しスキルを作成しました。 [UE5]スプラインに沿って時を戻したい!   ─ところでUnrealEngineでは、プロジェクト作成時にファーストパーソンプリセットを The post [UE5]止まった時の中を移動したい! first appeared on historia Inc – 株式会社ヒストリア.

  • [UE5]3分で花びらが散っているエフェクトを作る
    2026.07.08 に

    執筆バージョン: Unreal Engine 5.7 こんにちは。 今回はNiagara Systemの「Blowing particles」というテンプレートを使い花びらが散っているエフェクトを制作してみます。 とって The post [UE5]3分で花びらが散っているエフェクトを作る first appeared on historia Inc – 株式会社ヒストリア.

  • [UE5]ポストプロセスでRadial Blur(放射状ブラー)マテリアルを作ってみた
    2026.07.01 に

    執筆バージョン: Unreal Engine 5.4   はじめに:Radial Blurとは? ゲームのダッシュ時や爆発の瞬間、「画面の中心に向かって視線がグッと引き込まれるような、周囲の激しいブレ(ボケ)」 The post [UE5]ポストプロセスでRadial Blur(放射状ブラー)マテリアルを作ってみた first appeared on historia Inc – 株式会社ヒストリア.

  • 6 月の Epic の学習コンテンツ:MetaHuman、メッシュ テレインなど
    2026.06.26 に

    https://www.unrealengine.com/learning/junes-epic-learning-content-metahumans-mesh-terrain-and-more?lang=jawww.unrealengine.com

  • [UE5]Widget不要!ShowObjectDialogで簡単に設定画面を作ろう
    2026.06.24 に

    執筆バージョン: Unreal Engine 5.7 パラメータを渡すような便利機能を作る時に、ある程度の使いやすさは確保したい。 そのために、詳細パネルのようなUIを活用したいけど、似たようなUIをWidgetで作るの The post [UE5]Widget不要!ShowObjectDialogで簡単に設定画面を作ろう first appeared on historia Inc – 株式会社ヒストリア.

  • Unreal Engine の HMI テンプレートが利用可能になりました
    2026.06.23 に

    https://www.unrealengine.com/news/unreal-engine-hmi-template-available-nowwww.unrealengine.com

英語公式情報

  • Tech Note: Critical bug when creating subsequent releases
    2026.07.21 に

    Tech Note: Critical bug when creating subsequent releases | Knowledge baseCritical bug when creating subsequent releases in version 5.7 and 5.8dev.epicgames.com

  • A Frame’s Life: Frame Timing, Synchronization, and Latency in UE | Unreal Fest Chicago 2026
    2026.07.21 に

    Every frame in Unreal Engine goes on a long journey before reaching the screen. In this session recorded at Unreal Fest Chicago 2026, we walk through that journey, from gameplay code through the game thread, render thread, RHI thread, DirectX, the GPU, and finally onto the display. We explore how these stages synchronize, how frames are queued and presented, and how small decisions can add measurable latency. By the end, you’ll have a clearer picture of frame pacing, vsync, VRR, swap chains, input delay, and Unreal Engine’s game thread synchronization options, so you can make more informed decisions on the tradeoffs between performance and responsiveness. Find out more about using Unreal Engine to develop games here: unrealengine.com/uses/games #FrameRate, #GameThread, #GameDevelopment, #RHIThread, #DirectX, #GPU, #Vsync, #VRR, #SwapChains, #InputDelay, #UnrealEngine, #UnrealFestChicago2026

  • Optimizing Next-Gen Mobile Features in Unreal Engine | Unreal Fest Chicago 2026
    2026.07.21 に

    Developing for mobile means battling finite resources. This talk recorded at Unreal Fest Chicago 2026 presents a playbook for achieving maximum performance with your Unreal Engine mobile game—all while using powerful features in Unreal Engine 5 including the MetaHuman framework, the Procedural Content Generation (PCG) framework, Substrate, improved animation systems, and multipass deferred rendering, to name a few. We progress through many levels of optimization, each targeting efficient management of CPU scheduling, GPU draw calls, and memory footprint on mobile. Find out more about using Unreal Engine to create mobile games here: unrealengine.com/uses/mobile-games #MobileGameDevelopment, #MobileGames, #UE5, #Substrate, #ProceduralContentGeneration, #MetaHuman, #UnrealEngine, #UnrealFestChicago2026

  • MetaHumans in Blender: Using OpenRigLogic to Customize DNA’s Behavior | Inside Unreal
    2026.07.20 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!

  • From Scan to Stream: Open Pipelines for Large-Scale 3D in Unreal Engine | Unreal Fest Chicago 2026
    2026.07.20 に

    Modern AECO and heritage documentation projects generate datasets spanning gigabytes to terabytes, exceeding traditional import limits. While proprietary cloud conversion services exist, they impose cost barriers and raise data sovereignty concerns for confidential projects. This session recorded at Unreal Fest Chicago 2026 presents three open source pipelines for processing and streaming massive 3D datasets into Unreal Engine at runtime. Firstly, we cover photogrammetry mesh processing using a Blender-based workflow that converts high-resolution scans into optimized 3D Tiles.This approach leverages adaptive octree tiling and UV-based texture baking to achieve up to 62% size reduction on larger models. Second, we demonstrate a point cloud pipeline using Entwine, PDAL, and Blender to convert E57 and LAZ files into streamable 3D Tiles with proper LOD hierarchies. Third, we introduce BIM runtime streaming using the Fragment 2.0 format, enabling dynamic loading of architectural models without pre-packaging assets. The first two workflows leverage Cesium for Unreal’s open source 3DTile reader for georeferenced streaming. The third uses a custom open source plugin with Google’s FlatBuffers and ThatOpenCompany’s Fragment schema for runtime import into UE. All three can be fully processed on-premises. You will gain practical knowledge of each pipeline’s architecture and performance—plus access to open source tools for immediate implementation. Find out more about using Unreal Engine for AECO projects here: unrealengine.com/uses/architecture #BIMRuntimeStreaming, #PointCloudPipeline, #PhotogrammetryMeshProcessing, #AECO, #Architecture, #CesiumForUnreal, #UnrealEngine, #UnrealFestChicago2026

  • Sound Profiling and Debugging with Audio Insights | Unreal Fest Chicago 2026
    2026.07.20 に

    Audio Insights is a suite of profiling and debugging tools for sound designers and audio developers in Unreal Engine. It was the #1 requested feature of the Unreal Audio Engine, and UE 5.8 marks its version 1.0 release. This session recorded at Unreal Fest Chicago 2026 gives an overview of the tool, explores all the ways to use it to visualize audio data, and suggests workflows to enhance sound design and debug efficiency. Watch for a demonstration of how, using several tabbed windows, Audio Insights can provide both visualizations and numerical values for current pitch, volume, and other parameter values for sources, audio buses, submixes, and more during live gameplay. We also look at how it displays information for PIE sessions in addition to stand-alone games on development platforms and consoles. Find out more about Unreal Engine 5.8 here: unrealengine.com/news/unreal-engine-5-8-is-now-available #AudioInsights, #UnrealAudioEngine, #PIE, #SoundProfiling, #UE5.8, #UnrealEngine, #UnrealFestChicago2026

  • Building Cartoony Facial Rigs with Control Rig in Unreal Engine | Unreal Fest Chicago 2026
    2026.07.19 に

    Watch this session recorded at Unreal Fest Chicago 2026 to discover how to elevate the way your characters convey emotion in real time. You’ll learn how to build richly expressive character rigs in Unreal Engine using the latest shape authoring tools and deformers. This session explores how to design clean controls, sculpt nuanced emotional motion, and blend bone-based systems with blend shapes. Press play to see practical techniques for achieving stylized expression that performs in both cinematic and gameplay contexts. Find out about using Unreal Engine for animation here: unrealengine.com/uses/animation #Animation, #Cartoons, #FacialRigs, #UnrealEngine, #UnrealFestChicago2026

  • Learnings from an Unreal Shared Technology Group at Xbox | Unreal Fest Chicago 2026
    2026.07.19 に

    Watch this session recorded at Unreal Fest Chicago 2026 and learn about how The Coalition—home of the ‘Gears of War’ franchise—established the Xbox Games Technology Group (XGTG), an Unreal Engine-focused shared technology group within Xbox. XGTG exists to help advance game development across Xbox by sharing technology, improving performance and memory on titles, sharing guidance and best practices, and promoting collaborations—all to enable studios to build higher‑quality games more efficiently. In this talk, Phil Cousins, Technical Director for XGTG, walks through how the team was established and shares the impact it’s having today. He explains how they share technology, including examples of key systems, features, and workflows other teams have adopted. He also discusses how they handle performance engagements with titles and how they share their learnings across all studios. Finally, he explores how they build communities and cross-team collaborations around shared technologies to increase the impact of what they do. You’ll come away with a guide for establishing shared technology groups, proven strategies for cross-team collaborations, and knowledge sharing, as well as actionable tips for accelerating technology sharing and adoption in your own studio. Find out more about using Unreal Engine to develop games here: unrealengine.com/uses/games #Xbox, #TheCoalition, #XboxGamesTechnologyGroup, #GameDevelopment, #UnrealEngine, #UnrealFestChicago2026