- Creating a Dynamic and Modular Configurator for Private…
- Building Living World Creatures with Niagara | Unreal…
- Aprons on, it's time for some baking🧑🍳
- 値を変えても何も起きない:AIが書いた「宣言だけのコード」を機械検査した
- Achieving Realistic Cross-Platform Characters: A UE5 Pipeline Approach…
- Unlearning OOP: Data-Oriented Gameplay Design with ECS and…
- 火曜まで。Fabの期間限定無料コンテンツ。お忘れなく。
- Building Xbox Games with Unreal Engine's New GDK…
- Making the Daft Punk Experience: VFX and Stage…
- 【CEDEC2026】マルチプレイの作り方と Epic Online Services:必要な要素・サービス・実装Tips
- 【CEDEC2026】Wwise 2026.1における集中的かつ持続的なワークフロー / WwiseとUnrealによるWwise Acoustics活用法
- 【CEDEC2026】デモで解説 Havok Navigation for Unreal の使い方 ~ダイナミックなシーンを歩かせてみよう~
- Real-World Animation & Rigging Challenges in Production |…
- The Optimization Journey of 'Far Far West' (so…
- Scaling AI the Smart Way: Memory Footprint and…
- 【CEDEC2026】Unreal Engine プロシージャル・コンテンツ・フレームワーク体験会 Powered by THIRDWAVE
- 【CEDEC2026】GPGPU × クロスシミュレーション:物理初心者でも「リッチな布表現」を自在に操る!独自の構築アプローチとUE5での最適化の実践
- 【CEDEC2026】Unreal Engine 5.8 最新アップデート総おさらい
- 【CEDEC2026】高品質な表現を、もっと現実的に。 ー ライティングと揺れもの表現を進化させる Enlighten & Bone Dynamics の最新技術と導入事例
- 【CEDEC2026】Motorica:モダンゲームプレイ向け高速・スケーラブルなアニメーションワークフロー
- 【UE5】Auto Hotkeyを使って便利なショートカットキーを作成する方法
- UE6 で Verse は「何として」パッケージに乗るのか:ue6-main のコンパイル・クック・実行パイプラインを調べてみた
- Material Parameter Manager | Unreal Engineのマテリアルパラメータを一括管理・整理できるエディタープラグイン!
- State of Virtual Production | Unreal Fest Chicago…
- テストは仕様の固定:AIに書かせる時代の「書き換えていいテスト」の線引き
- Growing Trees in Unreal Engine: PVE 5.8 New…
- Pricing and Packaging your In-Island Transactions | Creating…
- 高品質な表現を、もっと現実的に。 ー ライティングと揺れもの表現を進化させる Enlighten & Bone Dynamics の最新技術と導入事例
- Accumulation Depth of Field Plugin – Deep Dive
- A Practical Look at Mesh Terrain | Inside…
- Game Feature Plugins for Live Service Games at…
- Ethical Usage of Image and Video Models to…
- 【夏、再構築中。#1】MacのローカルAIだけでゲーム用3Dを100点以上・無料で量産した
- 【UE5.8】MetaHuman Crowd:サンプル導入から別レベルでのランダム歩行
- UE5.8公式勉強会が8/26(水)に開催!MCP・Lore・MegaLightsなど、最新機能やツールの活用術を学べる「Unreal Engine Tokyo Dev Days 26’」、先着100名まで参加者募集中
- [UE5]Water Wave Assetで波を作ってみる
- Pipe It | 直感的にパイプ形状を構築出来るUnreal Engine 5向けパイプ構築制御システムプラグイン!
- Profiling Unreal Engine on Mobile with Platform-Native Tools…
- UE5のC++に自動テストを入れた記録:モジュールを分けない最小構成
- When Mascots Go Live: Converting the GEICO Gecko…
- MetaHuman in 2026: Five Years In, What's Next?…
- From Words to Worlds: Integrating MCP into the…
- GPGPU × クロスシミュレーション:物理初心者でも「リッチな布表現」を自在に操る!独自の構築アプローチとUE5での最適化の実践
- 3Dゲームの植生をUE5・Blenderなどでリアルに仕上げる。書籍『ゲーム背景のための植生環境のつくり方』、8/11(火)に発売
- Directive Utilities | ブループリントライブラリやエディタスクリプト API の機能不足を補う無料&オープンソースのUnreal Engine 5プラグイン!
- 【夏、再構築中。#2】「遊べない」町を再構築した — 地形整地から小物配置までの全工程と実測値
- ゲーム開発関連ツールのリリース・アップデートまとめ【2026/8/1】
- 7 月の Epic 学習コンテンツ:アニメーション、モバイル ゲーム開発など
- UE5.8のTonemapとACES2.0
- 【UE5】TObjectPtr/TWeakObjectPtrで学ぶ強参照と弱参照
- Playing Creatures Islands w/ Special Guest: Hannah-Grace Mowery…
- A Deep Dive into GPU Crashes in UE5…
- How Unreal Engine 5 Is Transforming Halo
- Halo: Campaign Evolved | Developer Interview | Unreal…
- ソニックレーシング クロスワールド :クロスプラットフォーム開発におけるコントローラー振動設計と実装
- 【UE5×RIGDOCKS】自社専用システム『RIGDRED』を構築!~SKYSQUAREから始まる次世代の音響ワークフロー~
- 「Unreal Fest Chicago 2026」アーカイブ動画が一部公開。UE5.8の新機能やバージョン管理システム「Lore」の紹介、モバイルゲームのパフォーマンス最適化解説など
- Unreal EngineやGodotにも対応!Photon最新情報キャッチアップ2026
- 『CODE VEIN II』におけるバイクのリアルな物理表現と手触り設計 ― Unreal Engine 5 Chaos…
- 『CODE VEIN II』弾や魔法の遠距離攻撃をプランナー主導で量産する設計 ― 「テーブル駆動×汎用機能」の組み合わせアプローチ ―
日本語注目情報
- 【CEDEC2026】マルチプレイの作り方と Epic Online Services:必要な要素・サービス・実装Tips2026.08.08 に
- 【CEDEC2026】Unreal Engine プロシージャル・コンテンツ・フレームワーク体験会 Powered by THIRDWAVE2026.08.07 に
- 【CEDEC2026】Unreal Engine 5.8 最新アップデート総おさらい2026.08.07 に
- [UE5]Water Wave Assetで波を作ってみる2026.08.05 に
執筆バージョン: Unreal Engine 5.8 こんにちは。 今回はWater Wave Assetを使って、水面に波を作ってみたいと思います。 Unreal EngineのWater Systemでは、Water The post [UE5]Water Wave Assetで波を作ってみる first appeared on historia Inc – 株式会社ヒストリア.
- 7 月の Epic 学習コンテンツ:アニメーション、モバイル ゲーム開発など2026.07.31 に
https://www.unrealengine.com/learning/julys-epic-learning-content-animation-mobile-game-development-and-morewww.unrealengine.com
- [UE5] UI Componentを使い、既存のWidgetを味変する2026.07.29 に
執筆バージョン: Unreal Engine 5.8.0 こんにちは。エンタープライズエンジニアの方井です。 UE5.7の頃から、UMGのWidgetを選択すると右上に知らない選択画面が出ていないでしょうか The post [UE5] UI Componentを使い、既存のWidgetを味変する first appeared on historia Inc – 株式会社ヒストリア.
- Arcnel 向井によるUE5.8新機能紹介 & State of Unreal 発表まとめ2026.07.28 に
- [スライド] [クレールオブスキュール:エクスペディション33] 開発ポストモーテム学校から『エクスペディション33』へ UEでのテクニカルアーティストの日記2026.07.28 に
エピック ゲームズ ジャパンの[クレールオブスキュール:エクスペディション33] 開発ポストモーテム学校から『エクスペディション33』へ UEでのテクニカルアーティストの日記をドクセルで読んでみよう。 #ue4 #ue5 #ue-rendering
英語公式情報
- Creating a Dynamic and Modular Configurator for Private Jets | Unreal Fest Chicago 20262026.08.10 に
In this session recorded at Unreal Fest Chicago 2026, Bombardier gives an overview of the techniques used in the creation of their configurator for private jets. This tool is designed to facilitate clients in efficiently and thoroughly choosing their options and materials during meetings with Bombardier’s customer-facing team. The configurator is completely data-driven and makes extensive use of data structures. Everything in it is dynamic—from the menus to the levels—and updated in real time based on selections made by the user. The team can quickly add, remove, or modify existing data, without affecting the configurator itself. All the elements are imported separately and the tool takes care of assembling everything. This enables the generation of thousands of permutations in real time, along with a dependency and placeholder system to avoid updating hundreds of levels. Bombardier explains how they use Lumen and Substrate to mimic the results of traditional render solutions. All materials are based on modular libraries of material types, surface finishes, and extra customizations—making it possible to generate thousands of physically-based materials. They also showcase the carpet configurator mode: an advanced setting that enables users to adjust fiber appearance, colors, pattern elements, and more. Explore the Unreal Engine Product Configurator Template here: dev.epicgames.com/documentation/unreal-engine/product-configurator-template-in-unreal-engine #AeroplaneConfigurator, #Bombardier, #Lumen, #Substrate, #UnrealEngine, #UnrealFestChicago2026
- Building Living World Creatures with Niagara | Unreal Fest Chicago 20262026.08.10 に
As game worlds grow larger and more ambitious, making them feel truly alive becomes an increasingly complex challenge. Populating vast environments with creatures that react to the player, respond to the world, and remain performant at scale often requires more than traditional animation or AI-driven approaches. In this session recorded at Unreal Fest Chicago 2026, we explore how Unreal Engine’s Niagara system can be used to drive player-aware, interactive living world creatures in a lightweight and scalable way. These systems were originally developed and production-tested in Fortnite and are designed to scale to massive, dynamic worlds. You’ll see how Niagara can go beyond visual effects to power motion, behavior, and world interaction, while remaining efficient enough for large-scale environments. We dive into practical production techniques, including how Niagara Data Channels enable ultra-efficient communication and state sharing, and how Niagara can be combined with Procedural Content Generation (PCG) to populate expansive worlds with believable, reactive life. Whether you’re a technical artist, VFX artist, or gameplay developer, you’ll come away with a clear understanding of how to apply these production-proven techniques to build systemic creature ecosystems in your own project. Find out more about using Unreal Engine to develop games here: unrealengine.com/uses/games #NiagaraDataChannels, #NiagaraPhysics, #NiagaraVFX, #ProceduralContentGeneration, #GameDevelopment, #UnrealEngine, #UnrealFestChicago2026
- Aprons on, it’s time for some baking🧑🍳2026.08.09 に
AutoBake in UE 5.8 can cache physics simulation to make motions scrubbable, commit motion to the new PhysCube asset along with motion trails and it makes working with multiple characters easier! For more on animation in UE 5.8 check out Sir Wade’s page here: https://www.youtube.com/channel/UCH64i_nElTFZlYE98oN8Idw
- Achieving Realistic Cross-Platform Characters: A UE5 Pipeline Approach | Unreal Fest Chicago 20262026.08.09 に
This session recorded at Unreal Fest Chicago 2026 explores Archosaur Games’ comprehensive UE5 pipeline for developing realistically stylized cross-platform characters. The studio shares a practical strategy addressing core artistic and technical challenges across mobile and PC platforms. The presentation begins with the studio’s evolution from UE4 to UE5, detailing foundational render pipeline upgrades. Chief Artist Bing Liu traces the visual trajectory from fashion game ‘Life Makeover’ to their next-gen character titles, outlining the art and technology enabling this ascent. A central focus is next-generation character dynamics, covering how the studio customizes the MetaHuman framework. Liu will delve into tackling complex movement-driven issues like cloth wrinkling and muscle deformation, including Archosaur’s analysis of ML and SSDR techniques and their final technical rationale. Liu also shows how UE5’s Substrate system is key to the studio’s material workflow, enabling high-fidelity surfaces. Finally, he touches on challenges with city lighting using MegaLights and Archosaur’s experiments for performant mobile ray tracing. This session aims to guide teams in mastering UE5 character development with practical insights. Find out more about using Unreal Engine to develop games here: unrealengine.com/uses/games #GameDevelopment, #ArchosaurGames, #CGCharacters, #DigitalHumans, #MegaLights, #MetaHuman, #UnrealEngine, #UnrealFestChicago2026
- Unlearning OOP: Data-Oriented Gameplay Design with ECS and Mass Entity | Unreal Fest Chicago 20262026.08.09 に
Unreal Engine’s Mass Entity Framework offers incredible performance scaling but unlocking its full potential requires more than just learning a new API—it demands a fundamental shift in how we architect gameplay. For decades, the industry has relied on Object-Oriented Programming (OOP), where individual actors or game objects manage their own state, leading to complex dependencies and inefficient code that doesn’t scale well on modern multicore processors. This session recorded at Unreal Fest Chicago 2026 challenges that ingrained mindset by exploring how to apply Data-Oriented Design (DOD) patterns to gameplay systems with UE’s Mass Entity Framework. We dissect the architectural differences between traditional Actor-based patterns and Mass Entity’s data-first approach, using a practical Combat Positioning system as a case study to demonstrate how to refactor complex, shared-state behaviors into streamlined Entity Component System (ECS) patterns. We move away from the “Manager” pattern, where objects request permission to act via API calls, and toward independent processors that react to data composition in bulk, eliminating the black-box dependencies that preclude safe parallelism. The talk covers the specific implications of designing gameplay systems for Mass. Whether you are a technical designer or a gameplay engineer, you will come away with a concrete roadmap for breaking out of the OOP box to build cleaner, safer, and more performant gameplay systems in UE5. Find out more about Unreal Engine’s Mass Entity Framework here: dev.epicgames.com/documentation/unreal-engine/mass-entity-in-unreal-engine #MassEntity, #DataOrientedDesign, #EntityComponentSystem, #UnrealEngine, #UnrealFestChicago2026
- Building Xbox Games with Unreal Engine’s New GDK Plugins | Unreal Fest Chicago 20262026.08.08 に
Players expect their games to follow them from the devices they have today, from Windows 11 PCs and handhelds to the future of the Xbox console. The Microsoft GDK plugins for Unreal Engine, publicly available in UE 5.8, give you a single path to build on Win64 to ship your games on all of these devices. In this session recorded at Unreal Fest Chicago 2026, Microsoft and Epic share the Xbox and Epic Games implementation plan, demonstrate plugin features, and examine how Epic Games itself leveraged these plugins to build and launch Fortnite on Xbox on PC. Find out more about using Unreal Engine to develop games here: unrealengine.com/uses/games #Xbox, #MicrosoftGDKPlugins, #UE5.8, #Fortnite, #GameDevelopment, #UnrealEngine, #UnrealFestChicago2026
- Making the Daft Punk Experience: VFX and Stage Design in Fortnite | Unreal Fest Chicago 20262026.08.08 に
In September 2025, the Daft Punk Experience launched in Fortnite, inviting millions of fans to step inside the duo’s iconic visual and musical legacy. This session recorded at Unreal Fest Chicago 2026 provides a technical deep dive into the creation of the two most complex environments within that activation: Alive 2007 and Contact. Directing these experiences required a delicate balance between intricate, high-concept stage design and the performance constraints of a massive multiplayer platform. Rather than a broad overview, this talk goes deep into the VFX and technical art workflows used to translate the laws of physical concert lighting into a virtual space where those laws no longer apply. We explore the journey from initial conception to execution, specifically focusing on how we pushed Unreal Engine’s features to recreate the massive, synchronized virtual lighting rigs and geometric complexity of the Alive 2007 pyramid and the cosmic scale of Contact. While the project was built on a customized version of Unreal Engine, the techniques discussed—ranging from custom materials, Niagara particle systems, and extensive use of Unreal Engine’s Sequencer tools—are fully applicable to any creator working in the regular version of UE. Find out more about Unreal Engine 5.8 here: unrealengine.com/news/unreal-engine-5-8-is-now-available #Fortnite, #DaftPunk, #VFX, #Alive2007, #Contact, #VirtualConcert, #Niagara, #Sequencer, #UnrealEngine, #UnrealFestChicago2026
- Real-World Animation & Rigging Challenges in Production | Unreal Fest Chicago 20262026.08.07 に
Over the past few years, working closely with studios and more recently as a Solution Architect at Epic Games, Stéphane Biava has gained first-hand insight into the real challenges teams face when bringing Unreal Engine animation and rigging workflows into production. This talk recorded at Unreal Fest Chicago 2026 distills those experiences into a practical narrative, highlighting common pain points, unexpected bottlenecks, and the gap between established workflows and real-time environments. Unreal Engine already provides the tools needed to build robust animation pipelines, but the real challenge lies in how those tools are approached. Success comes from rethinking processes to align with Unreal Engine’s paradigm. Through concrete examples and real production use cases, this video shares what works, what breaks, and how shifting perspective—rather than replicating familiar workflows—can unlock more efficient and scalable solutions. Find out more about using Unreal Engine for animation here: unrealengine.com/uses/animation #Animation, #Rigging, #UnrealEngine, #UnrealFestChicago2026



![[UE5]Water Wave Assetで波を作ってみる](https://historia.co.jp/wp/wp-content/uploads/2026/06/blog_20260629-7-1024x469.png)

![[UE5] UI Componentを使い、既存のWidgetを味変する](https://historia.co.jp/wp/wp-content/uploads/2026/07/%E3%82%BF%E3%82%A4%E3%83%88%E3%83%AB%E3%81%AA%E3%81%97.png)

![[スライド] [クレールオブスキュール:エクスペディション33] 開発ポストモーテム学校から『エクスペディション33』へ UEでのテクニカルアーティストの日記](https://bcdn.docswell.com/page/D7Y432ZGEM.jpg?width=480)







