Unreal Engine ニュース | 一覧

日本語注目情報

英語公式情報

  • Incremental Cooking in UE 5.7: A Dive Into the UE Cook Pipeline | Unreal Fest Chicago 2026
    2026.09.01 に

    By default, Unreal Engine projects fully recook on every invocation: each package to ship is loaded and saved, with partial but not full caching. On large projects, it can take hours for every execution. Since UE3, Unreal Engine has supported opt-in iterative cooking, in which only changed packages are loaded and resaved. The legacy version of iterative cooking does not detect all dependencies, however, so some packages are skipped when they should not be and stale data is used at runtime. In UE5, we’ve added more robust dependencies into the iterative cook; this new version is now the default in 5.7 and is called incremental cooking to distinguish it from the simpler legacy iterative mode. Incremental cooking has some dependencies (ZenServer, TObjectPtr, programmer guidelines for C++ changes) that are required either for it to be enabled or for it to work correctly. In this talk recorded at Unreal Fest Chicago 2026, we present what is necessary to make incremental cook fully enabled on your project, report the results we have seen on our internal projects, and discuss the remaining work still in progress. Find out more about Unreal Engine here: unrealengine.com #IncrementalCooking, #UE5.7, #ZenServer, #UnrealEngine, #UnrealFestChicago2026

  • A Deep Dive into Unreal Build Accelerator | Unreal Fest Chicago 2026
    2026.08.31 に

    This session recorded at Unreal Fest Chicago 2026 provides an in-depth walkthrough of Unreal Build Accelerator (UBA), how it works with Horde—and how we use them together at Epic Games. UBA distributes heavy compilation tasks across local or remote machines to speed up builds. We go deeper on UBA, how we have it set up internally at Epic for our build farm, and how Horde and UBA provide access to a massive fleet of helpers for developers in office and working from home. The talk also explores what’s new in UBA since Epic first talked about it at Unreal Fest Seattle in 2024. Find out more about Unreal Build Accelerator here: dev.epicgames.com/documentation/unreal-engine/horde-unreal-build-accelerator-and-remote-compilation-tutorial-for-unreal-engine #Horde, #UnrealBuildAccelerator, #UnrealEngine, #UnrealFestChicago2026

  • One Engine, Many Surfaces: Scaling Rivian’s In-Vehicle & Web Experiences | Unreal Fest Chicago 2026
    2026.08.31 に

    What does it take to run a single Unreal Engine 5 foundation across multiple in-vehicle and web surfaces across automotive programs? Recorded at Unreal Fest Chicago 2026, this session by RV Tech (the joint venture between Rivian and Volkswagen Group) breaks down the architecture, tradeoffs, and hard-won lessons behind making it work at automotive scale. RV Tech is building a foundation for scalable, high-fidelity 3D visualization, enabling consistent and engaging experiences across web configurators, in-vehicle software, and diverse interactive experiences for multiple OEMs. The talk focuses on practical patterns: how RV Tech defines a common UI and data contract across programs, how they scale content variants without exploding complexity, and how they keep teams aligned as they ship new vehicles and experiences. Watch to see how a “one engine, many surfaces” strategy enables an automotive JV to evolve quickly without sacrificing stability, while avoiding program-specific forks that are hard to maintain. Find out more about using Unreal Engine for automotive here: unrealengine.com/uses/automotive #HMI, #AutomotiveConfigurator, #Rivian, #Volkswagen, #UnrealEngine, #UnrealFestChicago2026

  • Advanced Simulation of Non-Visual Spectrum Sensors | Unreal Fest Chicago 2026
    2026.08.30 に

    Advanced simulation of non-visual spectrum sensors (IR, NVG) in Unreal Engine requires a specialized content pipeline that transforms standard visual assets into physically accurate representations across multiple electromagnetic spectrums beyond visible light. This recording of a session presented by Lockheed Martin at Unreal Fest Chicago 2026 explores the technical framework for simulating these sensors through custom material properties, specialized render passes, and post-processing systems that accurately model phenomena like thermal signatures and night vision amplification characteristics. Lockheed Martin demonstrates how to extend Unreal Engine’s rendering pipeline to support multi-spectral simulation while maintaining real-time performance, enabling high-fidelity training and testing environments for defense, aerospace, and autonomous systems applications. Find out more about using Unreal Engine for simulation here: unrealengine.com/uses/simulation #Simulation, #LockheedMartin, #NonVisualSpectrumSensors, #Defense, #Aerospace, #AutonomousSystems, #UnrealEngine, #UnrealFestChicago2026

  • Agora Studio’s Real-Time Animation Workflow in UE5 | Unreal Fest Chicago 2026
    2026.08.30 に

    In this session recorded at Unreal Fest Chicago 2026, Agora Studio explores how adopting Unreal Engine 5 has redefined the real-time animation pipeline behind their animated A-COM series. They take a deep dive into their streamlined creation process that begins with integrated previz, where instant playback of cameras, sets, and lighting help solidify the team’s initial intent and vision early. By rigging and animating directly in-engine with high-fidelity visuals, Agora Studio eliminates proxies and import/export loops, enabling artists to work continuously in full scene context. The talk showcases seamless editing with the Master Level Sequencer, complex rigging possibilities, and advanced animation workflows, including smears, stylization techniques, and shot sculpting. Finally, Agora shares insights into their custom Blueprints and shot creation workflow using Sequencer, demonstrating how high-fidelity visuals and real-time playback come together to boost animation speed, precision, and refinement in a cohesive ecosystem. Find out about using Unreal Engine for animation here: unrealengine.com/uses/animation #Animation, #AgoraStudio, #ACOMSeries, #Previz, #MasterLevelSequencer, #BlueprintVisualScripting, #UnrealEngine, #UnrealFestChicago2026

  • アンリアルフェストソウル2026 | Tim Sweeneyオープニングキーノート
    2026.08.26 に
  • Template Abilities | Creating in Fortnite
    2026.08.25 に

    Join us for Creating in Fortnite: Template Abilities, a practical livestream exploring how to use Template Abilities to create reusable gameplay abilities more efficiently in UEFN. Template Abilities are part of the Ability System, the framework for building extensible, reusable gameplay abilities in Verse. They give you a timeline-driven path so you don’t have to write custom activation logic from scratch. You get a structured way to define how an ability plays out over time—from targeting and activation to projectiles and gameplay effects—making it easier to build, iterate on, and reuse abilities across your games. Learn more about Fortnite Template Abilities

    #Fortnite #UEFN #FortniteCreative #UnrealEditorForFortnite #GameDevelopment

  • 5.8.2 Hotfix Released
    2026.08.25 に

    5.8.2 Hotfix ReleasedHotfix 5.8.2 is live! Please feel free to share feedback and discuss the current version in the release topic, Unreal En…forums.unrealengine.com