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  • A Practical Look at Mesh Terrain | Inside Unreal
    2026.08.05 に

    Join us as Etienne Carrier guides us through a breakdown of the Mesh Terrain level presented at the State of Unreal 2026. We will break down what Mesh Terrain is, how it can be used, and explore how this scene was set up and which modifiers and assets were used to achieve this result.

  • Game Feature Plugins for Live Service Games at Riot | Unreal Fest Chicago 2026
    2026.08.05 に

    Live service games require an efficient content pipeline to continuously deliver updates to players, and generally development of new seasonal content and features has to happen simultaneously for multiple releases at once. Unreal Engine’s modular gameplay features and Game Feature Plugins (GFPs) map nicely to this problem, enforcing a good content structure and allowing for unrelated features for different releases to be safely built on a single game branch. However, there’s a large gap between what UE offers out of the box and what game production practically needs. In this talk recorded at Unreal Fest Chicago 2026, Riot Games start by exploring Game Feature Plugins and how they function in some detail, talking about their advantages and their flexibility. They also cover some of the plugins’ weaknesses and common misconceptions. The team then dives into “Build Recipes”, a Riot-built data-driven UE system to manipulate the blend of GFPs that constitute a given released version of a game. They cover how the inclusion/exclusion mechanisms work at compile time, at cook time, and in editor. Next, they show the in-editor tooling they built to visualize and modify the content for each game version, how the system interacts with streaming install and chunking, and some of the workflows they are building for content creators working in a GFP-rich world. Finally, Riot discusses some lessons learned adopting this system across multiple internal in-production titles. Find out more about using Unreal Engine to develop games here: unrealengine.com/uses/games #LiveServiceGames, #RiotGames, #GameFeaturePlugins, #UnrealEngine, #UnrealFestChicago2026

  • Ethical Usage of Image and Video Models to Accelerate Workflows | Unreal Fest Chicago 2026
    2026.08.05 に

    In this session recorded at Unreal Fest Chicago 2026, we explore how to enhance the art production pipeline by effectively and thoughtfully using Tripo 3.1, Nano Banana, ChatGPT Images 2.0, and other models to accelerate 3D asset development. Find out more about Unreal Engine here: unrealengine.com #Art, #3DAssets, #Tripo, #NanoBanana, #ChatGPT, #UnrealEngine, #UnrealFestChicago2026

  • Playing Creatures Islands w/ Special Guest: Hannah-Grace Mowery | Cuddles & Chaos
    2026.08.04 に

    Cuddles and chaos await! Join us and Ghost Gaming’s Hannah-Grace Mowery, one of the UEFN developers behind Sidekick Masters, as we play through some of the community’s favorite creature islands together! Learn how to use Sidekicks as NPCs here: https://dev.epicgames.com/documentation/fortnite/using-sidekick-npcs-in-fortnite?lang=en-US To learn more about UEFN, head to: https://www.fortnite.com/developer #Fortnite #UEFN #FortniteCreative #UnrealEditorForFortnite #gamedevelopment

  • Profiling Unreal Engine on Mobile with Platform-Native Tools | Unreal Fest Chicago 2026
    2026.08.04 に

    Unreal Engine’s built-in profiling tools are essential, but some mobile performance questions require visibility beyond the engine itself. This session recorded at Unreal Fest Chicago 2026 shows how to use platform-native profilers on iOS and Android to analyze CPU, GPU, memory, and power consumption in Unreal Engine mobile projects. Watch to learn practical workflows for capturing and interpreting platform traces and correlating them with Unreal Engine performance analysis tooling. The session demonstrates when engine-agnostic data is needed alongside Unreal Insights, and how to turn low-level platform information into actionable engine, rendering, and content optimizations. Find out more about using Unreal Engine to develop mobile games here: unrealengine.com/uses/mobile-games #MobileGames, #Profiling, #iOS, #Android, #UnrealInsights, #MobileGameDevelopment, #UnrealEngine, #UnrealFestChicago2026

  • When Mascots Go Live: Converting the GEICO Gecko to Real-Time | Unreal Fest Chicago 2026
    2026.08.04 に

    For two decades, the GEICO Gecko has existed and developed at the highest end of the traditional CG pipeline: crafted for broadcast commercials where quality is paramount and render time is secondary. In this session recorded at Unreal Fest Chicago 2026, VFX studio Framestore pulls back the curtain on how that iconic character is being re-engineered for a real-time future. Framestore converted the Gecko from a classic offline-rendered asset into a fully optimized, high-fidelity real-time character powered by Unreal Engine, without sacrificing the nuance, personality, or polish audiences expect. The talk walks through the full character progression: from model optimization to refining animation systems and adapting shading and lighting for real-time performance. Grounded in artistry as much as technology, the session highlights how creative decisions evolve when characters need to perform live, interactively, and at speed. The presentation culminates in a live demonstration, where motion capture is applied in real time to the Gecko, showing how brand mascots can now respond, emote, and perform instantly across platforms. Ultimately, this case study illustrates how Unreal Engine is expanding what’s possible for brand characters, unlocking faster production, new forms of engagement, and a future where high-quality digital mascots are no longer confined to linear content. Find out more about using Unreal Engine for animation here: unrealengine.com/uses/animation #Framestore, #GEICOGecko, #Animation, #MotionCapture, #RealTimeCharacter, #UnrealEngine, #UnrealFestChicago2026

  • MetaHuman in 2026: Five Years In, What’s Next? | Unreal Fest Chicago 2026
    2026.08.03 に

    Watch this session recorded at Unreal Fest Chicago 2026 and explore how MetaHuman has evolved from an experimental tool into a production-ready standard for digital humans across games, film, and real-time experiences. We walk through the latest advancements in Unreal Engine 5.8, including expanded character creation workflows, support for a wide range of styles, and major improvements in runtime performance—enabling thousands of MetaHumans to run in real-time environments. We also share a look at what’s coming next, highlighting Epic’s continued investment in research that is unlocking new capabilities in character creation, performance capture, and rendering. Download the free MetaHuman Crowds Sample.

    Download the free MetaHuman Markerless Motion Capture Plugin.
    https://www.fab.com/listings/4095b8e0-3eff-44f1-acb4-cb40b99228b9
    Download the free MetaHuman Vampire Assets
    https://www.fab.com/listings/59278ffd-5879-4538-affb-a65a829acc54
    Discover more about the MetaHuman Devkit
    Learn about the MetaHuman Devkit
    Maintained by Epic Games, the MetaHuman Devkit is an evolving collection of MetaHuman character technology that develope...
    Find out more about MetaHuman here: metahuman.com #MetaHuman, #DigitalHumans, #MetaHuman5.8, #MH 5.8, #UE 5.8, #Unreal Engine 5.8, #UnrealFestChicago2026

  • From Words to Worlds: Integrating MCP into the Unreal Editor | Unreal Fest Chicago 2026
    2026.08.03 に

    Watch this session recorded at Unreal Fest Chicago 2026 and discover how Unreal Engine 5.8 is introducing an official Model Context Protocol (MCP) integration, alongside a new set of PCG Primitives spatial operations and skills designed to support AI-assisted world building directly inside Unreal Editor. This session begins with a closer look at the MCP integration: the editor systems supported out of the box, the connection between Unreal Editor and the agentic LLM of your choice, and how developers can extend it. From there, we explore AI-assisted creation and editing of virtual worlds. Through experiments that combine LLMs with advanced Unreal Engine systems such as the Procedural Content Generation (PCG) framework, we demonstrate natural-language-driven approaches to environment creation and iteration inside the editor. You’ll come away with a practical understanding of AI integration in Unreal Editor workflows, as well as a clear sense of how these capabilities can help turn words into worlds. #AI, #GameDevelopment, #ModelContextProtocol, #PCGPrimitives, #ProceduralContentGeneration, #UE 5.8, #UnrealEngine, #UnrealFestChicago2026