Unreal Engine ニュース | 一覧

日本語注目情報

  • [UE5]UIデザイナー向け!マテリアルとアニメーションで表現を拡張しよう
    2026.07.22 に

    執筆バージョン: Unreal Engine 5.8   こんにちは。 今回はUIマテリアルの表現が広がる考え方やノードの組み合わせ方と、WBPのアニメーションタイムラインでマテリアルパラメーターをコントロール The post [UE5]UIデザイナー向け!マテリアルとアニメーションで表現を拡張しよう first appeared on historia Inc – 株式会社ヒストリア.

  • 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.

英語公式情報

  • Audi F1—Designing Livery with the Power of Unreal Engine | Unreal Fest Chicago 2026
    2026.07.25 に

    In this session recorded at Unreal Fest Chicago 2026, Audi AG gives a unique insight into their use of Unreal Engine to design the Audi F1 livery—and how they are pushing real-time workflows to the limit. The talk focuses on their Audi Visualization Unreal Solution platform—in-house tech that leverages the functionality of the Unreal Editor and exposes it to 3D artists in a way that centers on automotive visualization as the primary use case, while ensuring artists and visualization experts are not limited in what they can achieve. Watch to see a real-time, in-editor demo as well as technical deep dives into various Unreal Engine workflows, including how the team leverages Substrate—a node-based material authoring framework that replaces fixed shading models with a modular, layered system. Find out more about using Unreal Engine for automotive here: unrealengine.com/uses/automotive #AudiF1, #Livery, #Automotive, #AudiVisualizationUnrealSolution, #Substrate, #UnrealEngine, #UnrealFestChicago2026

  • Rigging with Unreal Engine
    2026.07.24 に

    Rigging with Unreal Engine | Learning pathLearn how to Rig in Unreal Enginedev.epicgames.com

  • Build It in Engine: Modern Rigging with Control Rig & Dataflow | Unreal Fest Chicago 2026
    2026.07.24 に

    Discover how to design and build production-quality character rigs directly inside Unreal Engine. This session recorded at Unreal Fest Chicago 2026 walks through practical techniques for creating modular, animator-friendly rigs that take full advantage of Unreal Engine’s real-time environment. The lessons learned can also be readily applicable in UEFN. Watch to learn how to prepare and structure rigs for dynamic, believable motion using Control Rig physics, empowering you to bring characters to life without leaving the engine. Find out more about using Unreal Engine for animation here: unrealengine.com/uses/animation #Animation, #Rigging, #ControlRig, #UEFN, #AnimatedCharacters, #UnrealEngine, #UnrealFestChicago2026

  • MetaHumans x Clo: Workflows and Best Practices | Unreal Fest Chicago 2026
    2026.07.24 に

    This talk recorded at Unreal Fest Chicago 2026 explores how best to work with Unreal Engine and Clo/Marvelous Designer in combination, with a focus on MetaHuman technology. MetaHuman DNA imports have recently been incorporated into Clo software. We show how to create a MetaHuman using Unreal Engine, bring it into Clo, and then bring the clothing back into Unreal Engine. Back in Unreal Engine, we offer some tips on how to easily turn your Clo clothing into an Outfit asset, and go over some best practices around getting the best results from this system as it evolves. We also discuss the Fab marketplace and how to create clothing assets to sell there. Find out more about MetaHuman here: metahuman.com #Clo, #MarvelousDesigner, #MetaHuman, #DigitalClothing, #VirtualFashion, #UnrealEngine, #UnrealFestChicago2026

  • MetaHumans in Blender: Using OpenRigLogic to Customize DNA’s Behavior | Inside Unreal
    2026.07.23 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!

  • Epic Games Store: 2026 Product Update | Unreal Fest Chicago 2026
    2026.07.23 に

    For years, the Epic Games Store has invested resources in back-end tooling and the overall developer experience. Now, we’re focused on delivering on our promise to players. Watch this session recorded at Unreal Fest Chicago 2026 and find out how the store is evolving into a player-centric, games-first social ecosystem. From new features to long-overdue improvements, the Epic Games Store development team is moving quickly and cooking with gas. Press play to get a look at the 12-month roadmap. Explore what the Epic Games Store can offer developers here: store.epicgames.com/distribution #EpicGamesStore, #UnrealFestChicago2026

  • The Player Was Here: Persisting World State and Actor LOD Systems | Unreal Fest Chicago 2026
    2026.07.23 に

    In this session recorded at Unreal Fest Chicago 2026, we cover the state of relevant systems in Unreal Engine that help you implement persistence and hydration. Many game projects face similar challenges when it comes to world state persistence and gameplay performance in large worlds. When players return to an area, they expect the world to be in the same state as they left it. Reloading the world state needs to happen when loading a save file, when changing maps, and even within the same map when the player returns to a location that World Partition has streamed out. Keeping expensive faraway gameplay actors alive also leads to bad performance in a large, dense world. Persistence and hydration are two closely related aspects of level loading. Persistence refers to reloading map sections while restoring the modified world state and player data. Hydration refers to switching the representation of gameplay entities when they are far away from the player from fully featured actors to more lightweight representations, like simpler actors or instanced static meshes. This talk covers both production-ready and experimental UE systems. UE provides solutions like the Instanced Actors plugin, the Mass Entity framework, the Level Streaming Persistence plugin, and the Save Game system. We go over what their features and limitations are, the ways you can use them, and how Epic uses them. We also show some examples of how to restore gameplay state like the Gameplay Ability System (GAS) and State Tree. Text version: https://dev.epicgames.com/community/learning/tutorials/1mj4/unreal-engine-saving-world-state-with-actors-instanced-actors-and-mass Sample project: https://github.com/ZKShao-EpicGames/Sample-PersistenceLab Find out more about using Unreal Engine to develop games here: unrealengine.com/uses/games #FrameRateOptimization, #60FPS, #GameDevelopment, #UnrealEngine, #UnrealFestChicago2026

  • How to Start Your Project at 60 FPS and Keep It There | Unreal Fest Chicago 2026
    2026.07.22 に

    Epic Games’ Matt Oztalay can talk about how to get your project running at your target frame rate until he’s hoarse (and in fact has!). Wouldn’t it be better for you—and Matt’s vocal cords—if you started your project at your target frame rate and kept it that way? In this session recorded at Unreal Fest Chicago 2026, Matt takes a journey through Unreal Engine 5’s development to see how Epic has been improving performance of the engine; the tools you need to build your project at your target frame rate from the ground up; the features and tools to monitor and diagnose your project’s performance; and how you can get back to frame rate if (but hopefully not when) you get off track. Find out about using Unreal Engine to develop games here: unrealengine.com/uses/games Check out the Epic Developer Community article here: https://dev.epicgames.com/community/learning/talks-and-demos/YoB7/unreal-engine-how-to-start-your-project-at-60-fps-and-keep-it-there #FrameRateOptimization, #60FPS, #GameDevelopment, #UnrealEngine, #UnrealFestChicago2026