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  • Solo Animation Mode – S.A.M
    2026.06.10 に

    Solo Animation Mode – S.A.M | TutorialSolo Animation Mode (S.A.M) is an Editor Utility Widget designed to improve the workflow of animators in Unreal Engine. …dev.epicgames.com

  • This time next week, we’re broadcasting live from Chicago for State of Unreal.
    2026.06.10 に

    Join us June 17 for the latest on our efforts towards optimization across Epic tools as well as what’s next for Unreal Engine and UEFN: https://epic.gm/unreal-fest-chicago-state-of-unreal

  • New in 41.00: Memory Profiling for UEFN | Creating in Fortnite
    2026.06.09 に

    Join us for a live walkthrough of the latest performance tooling updates in UEFN. We’ll show you how the new Monitor Performance option makes it easier to keep tabs on your island’s memory usage without interrupting your workflow — including real-time status indicators and alerts right in the editor. We’ll also demo the new Memory Snapshot panel, which breaks down exactly which assets are eating your memory budget and links them directly to the actors in your scene. If you’ve ever hit a memory warning and wondered where to start, this one’s for you.

  • MegaLights on Mobile: Pipe Dream or Reality? How Arm & Sumo Digital Made It Possible | Inside Unreal
    2026.06.08 に

    Arm and Sumo Digital have teamed up to push mobile graphics into new territory, using Arm Neural Technology to help bring Unreal Engine MegaLights to Neural Dawn, a production-quality game that is the first to leverage this technology on mobile. In this livestream, experts from Sumo Digital and Arm explore how Neural Dawn uses MegaLights with ray-traced shadows, and what it took to make this advanced Unreal Engine feature practical on mobile hardware. The session covers the creative and technical challenges behind bringing desktop-class visuals to mobile, including dynamic lighting, performance optimization, asset and lighting workflows. It also explores the role of Neural Technologies such as Neural Super Sampling and Denoising (NSSD) and Neural Frame Rate Upscaling (NFRU). The team also discusses how close collaboration between game developers and Arm engineers helped unlock high-end visual features for production, while supporting the realities of mobile performance, power, and scalability. Whether you’re an Unreal Engine developer, mobile game developer, graphics programmer, or technical artist, this session offers a behind-the-scenes look at how Arm Neural Technology is helping make the next generation of mobile visuals possible.

  • We’re gearing up for the Unreal Fest Chicago, and so are The Coalition!
    2026.06.08 に

    They’re going to be letting us know how Unreal Engine helped them tell the infamous story of Emergence Day in Gears of War: E-Day at the State of Unreal. Tune in 9AM CT on June 17: https://epic.gm/unreal-fest-chicago-state-of-unreal

  • Exploring Four Methods for Handling Projectiles in UE5 | Inside Unreal
    2026.06.04 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