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  • MCP in UEFN | Creating in Fortnite
    2026.08.21 に

    Unreal MCP is now available in Unreal Editor for Fortnite (UEFN). Join UEFN Evangelist Magnus Enebakk as he walks you through Model Context Protocol (MCP) in UEFN and shows how agentic coding tools like Claude Code or Cursor can work with you in the editor: writing and compiling Verse, placing and configuring devices, and running play sessions to test results. Learn more about Unreal MCP in UEFN on our blog: https://www.fortnite.com/news/unreal-mcp-is-now-available-in-uefn And MCP UEFN documentation https://dev.epicgames.com/documentation/fortnite/uefn-mcp #UEFN #UnrealEngine #MCP #ClaudeCode

  • So, You Want to Make Stylized Stuff with Unreal Engine? Meet Odyssey | Unreal Fest Chicago 2026
    2026.08.21 に

    When it comes to creating stylized games and animations in Unreal Engine, many teams rely on the manipulation of materials. But did you know you could combine the power of the engine with the simplicity of a 2D toolset like Odyssey to create stylized content? In this talk recorded at Unreal Fest Chicago 2026, Praxinos explores the different workflows the Odyssey 2D plugin makes possible. They cover various aspects of using Odyssey to mix 2D and 3D for beautiful stylized games and animations, including how to bring real paintings into Unreal Engine with the scan cleaner; how to paint on props and characters without third-party software; how to 2D animate in a 3D environment; and beyond. Find out more about using Unreal Engine to create animation here: unrealengine.com/uses/animation #Animation, #Odyssey, #2D, #Praxinos, #UnrealEngine, #UnrealFestChicago2026

  • Practical Test Automation in Unreal Engine | Inside Unreal
    2026.08.20 に

    Sick of zombie bugs that keep coming back in your most important systems? Do you want to get the most out of your limited QA hours? Join us as Andrew Fray explores the test automation tooling in Unreal 5 and learn how good automation can let you focus on gameplay instead of bugs. Time Stamps: 00:00 – Intro 04:47 – Introduction: Practical Test Automation in Unreal Engine 06:34 – Why Find Bugs Early? The Cost of Delayed Bugs 10:49 – What Is Test Automation? 11:53 – Automation Doesn’t Replace QA 13:02 – Sea of Thieves: What Large-Scale Automation Can Achieve 16:27 – Asset Testing: Catching Bugs Before They Reach QA 18:33 – Data Validation: Automatically Checking Assets 23:07 – Blueprint & Custom Editor Validators 28:23 – Validating Levels and Player Spawn Points 34:32 – Choosing What to Test: The Automation Matrix 36:59 – Build Servers, Existing Errors & Keeping Teams Honest 43:04 – What Should You Automate? Finding High-Value Tests 46:19 – Smoke Testing: Automating the Build Smoke Test 49:12 – Spec Tests & Behavior-Driven Development 53:03 – Running Automated Tests in the Session Front End 55:37 – Building a Runtime Smoke Test 01:00:22 – Latent Tests & Multi-Frame Automation 01:04:47 – Automating the Path Into Gameplay 01:10:28 – Driving Characters Automatically for Tests 01:13:44 – A Real Smoke Test Failure: Finding a Broken Input Asset 01:20:18 – Smoke Tests vs. Asset Tests 01:21:46 – How to Decide What Is Worth Testing 01:27:30 – Performance Testing & Performance Captures 01:31:14 – Running Tests at Different Frequencies 01:32:47 – Actor Tests: Beyond Traditional Unit Testing 01:34:45 – Ring-Fenced Regressions: Testing Fragile Systems 01:35:43 – Rollerdrome: Turning a Fragile Character Controller Into a Stable One 01:39:10 – Actor Test Example: Testing a Weapon Spawner 01:46:04 – Why You Must Test Your Tests 01:47:29 – Reducing Dependencies in Actor Tests 01:51:37 – Building Broad Weapon Smoke Tests 01:54:07 – The Automation Matrix: Asset, Smoke & Actor Tests 01:55:36 – How Often Should Automated Tests Run? 01:57:08 – Key Takeaways: Automation Saves Time and Money 01:59:30 – Where Test Automation Gets Difficult: UI & Visual Testing 02:01:26 – Getting Started With Test Automation 02:04:35 – Organizing Tests With Tags & Categories 02:06:41 – Using AI to Write Tests: What You Still Need to Know 02:10:43 – Test Coverage vs. Meaningful Tests 02:13:39 – Test Automation for Solo Developers 02:16:48 – Final Q&A & Closing Thoughts 02:17:40 – Closing

  • UE for E-commerce: Configurators, Product Visualization, & Content | Unreal Fest Chicago 2026
    2026.08.20 に

    The future of retail is immersive, interactive, and instantaneous. In this session recorded at Unreal Fest Chicago 2026, 3D Source showcases how they leverage Unreal Engine to empower brands with a 3D pixel-streamed platform designed for the next generation of e-commerce. From high-fidelity product configurators to seamless global content delivery, discover how their tools enable the creation of photorealistic, real-time experiences that resonate with the modern consumer and perform at enterprise scale. Find out more about Unreal Engine here: unrealengine.com #Configurators, #ProductVisualization, #ECommerce, #3DSource, #PixelStreaming, #UnrealEngine, #UnrealFestChicago2026

  • Unlocking the Secrets of MetaSounds and the Builder API in ‘Mix Universe’ | Unreal Fest Chicago 2026
    2026.08.20 に

    In this session recorded at Unreal Fest Chicago 2026, Chris Zukowski of Zuko Media demonstrates an Audio-FX-Stack method of building and changing MetaSounds at runtime using the MetaSound Builder API, along with various methods to visualize them. This workflow uses the live update option for the API, which comes with a few gotchas. These techniques are showcased in ‘Mix Universe’—Zukowski’s musical sandbox game where you play as a Mixonaut adding beautiful vibes to the universe—to build and play hundreds of sounds at runtime, using Niagara to make them look cool. It is useful to have prior C++ experience to understand the more technical aspects of the talk, but anyone interested in Unreal Engine’s innovative audio technology will find the recording useful, too. Find out more about MetaSounds in Unreal Engine here: dev.epicgames.com/documentation/unreal-engine/metasounds-in-unreal-engine #GameAudio, #MetaSounds, #BuilderAPI, #MixUniverse, #NiagaraVFX, #C++, #ZukoMedia, #UnrealEngine, #UnrealFestChicago2026

  • Metrotopia: A Virtual World for the Design Ecosystem | Unreal Fest Chicago 2026
    2026.08.19 に

    Metrotopia Inc, is a US-based startup founded by Zaha Hadid Architects (London) and ArchAgenda (Chicago) after multiple years collaborating in the metaverse space. Built on Unreal Engine 5 and accessible online via Pixel Streaming, Metrotopia is a virtual world offering a high-fidelity digital environment that enables new forms of architectural, cultural, and interdisciplinary exchange. Designed as a global platform for the wider design ecosystem, it brings together architecture, industrial design, fashion, mobility, and speculative practices. The virtual environment showcases over 100 high-resolution projects by leading international architectural studios and designers, including Zaha Hadid Architects, Coop Himmelb(l)au, UNStudio, Sou Fujimoto, ArchiUnion, OMA, LAVA, as well as industrial designer Ross Lovegrove, fashion designer Yimeng Yu, and contributors working across conceptual and emerging design fields. This session recorded at Unreal Fest Chicago 2026 explores how Unreal Engine can be used within the AECO industry, industrial design, fashion, automotive design, and the wider design ecosystem to showcase detailed high-resolution assets in an immersive fashion within one virtual environment thanks to features such as Nanite, Lumen and World Partition. The presentation shows the process of importing complex architectural models and high resolution assets and incorporating them into one large shared multiplayer environment. Find out more about Unreal Engine here: unrealengine.com #VirtualWorld, #Architecture, #IndustrialDesign, #Fashion, #Mobility, #Metrotopia, #ZahaHadidArchitects, #ArchAgenda, #PixelStreaming, #Nanite, #Lumen, #WorldPartition, #UnrealEngine, #UnrealFestChicago2026

  • Building Custom Shops and UI for In-Island Transactions | Creating in Fortnite
    2026.08.19 に

    Shop UI shapes how players engage with in-island transactions. In this livestream, Derek Diaz, UI/UX Director at Epic Games, walks through menu patterns for different kinds of shops—from complex, category-heavy inventories to simpler, more focused layouts—and look at how to handle what players see after they complete a purchase Every UI example from the stream will be published to the Snippets Repository on the Epic Developer Community, so you can explore, reuse, and build on them.

    New guide on shop UI best practices: https://dev.epicgames.com/documentation/fortnite/building-custom-ui-for-inisland-transactions-in-fortnite More on in-island transactions: Getting Started with In-Island Transactions Livestream: https://www.youtube.com/live/4tDX0xr3ASY Documentation: https://dev.epicgames.com/documentation/fortnite/your-in-island-transactions-in-fortnite Pricing and Packaging Your In-Island Transactions Livestream: https://www.youtube.com/live/S1XDXXr2erQ Documentation: https://dev.epicgames.com/documentation/fortnite/pricing-and-packaging-your-in-island-transactions-in-fortnite Learn more about UEFN: https://www.fortnite.com/developer #Fortnite #UEFN #FortniteCreative #UnrealEditorForFortnite #gamedevelopment

  • Making a Mobile Tower Defense Game | UEFN Build-Along
    2026.08.18 に

    In this build-along, UEFN Evangelists Josh Grant and Magnus Enebakk create a mobile-friendly tower defense game from scratch—walking through touch inputs to place towers, custom tappable widgets, and waves of NPC enemies. See how UEFN’s new mobile features apply to your own projects. Learn more about building for mobile in UEFN: https://dev.epicgames.com/documentation/fortnite/mobile-development-in-fortnite #Fortnite #UEFN #FortniteCreative #UnrealEditorForFortnite #gamedevelopment