Unreal Engine ニュース | 一覧

日本語注目情報

  • [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.

  • Unreal Engine の HMI テンプレートが利用可能になりました
    2026.06.23 に

    https://www.unrealengine.com/news/unreal-engine-hmi-template-available-nowwww.unrealengine.com

  • Unreal Engine 5.8 機能ハイライト
    2026.06.23 に

    Unreal Engine 5.8 がリリースされました! MegaLightsの正式版リリースに加え、任意のLLMと連携可能なMCPプラグイン、メッシュテレイン、Lumen Lite、フルボディアニメーションキャプチャ対応など、多数の新機能が追加されています。 詳しくはこちら:https://www.unrealengine.com/news/unreal-engine-5-8-is-now-available

英語公式情報

  • Introducing Mesh Terrain: Craft Large Complex Worlds | Unreal Fest Chicago 2026
    2026.07.18 に

    Watch this session recorded at Unreal Fest Chicago 2026 for a deep dive into Mesh Terrain: a new way to build worlds free from the constraints of heightfield based systems in Unreal Engine. This talk introduces a non-destructive workflow that enables artists to craft large complex environments. The mesh based technology allows for non-uniform resolution, overhangs, tunnels, vertical cliffs, and more. Artists can use the suite of interactive modifiers and Unreal Engine’s Procedural Content Generation (PCG) framework to alter the terrain without restrictions. Press play to discover the core principles of the mesh partition technology, learn the basic workflow for creating a new Mesh Terrain, and explore the integration of PCG with this exciting new technology. Find out more about using Mesh Terrain here: dev.epicgames.com/community/learning/knowledge-base/nK7J/unreal-engine-introduction-to-mesh-terrain #MeshTerrain, #OpenWorlds, #ProceduralContentGeneration, #UE 5.8, #UnrealEngine, #UnrealFestChicago2026

  • How to Build Scalable MetaHuman Crowds in Unreal Engine | Unreal Fest Chicago 2026
    2026.07.18 に

    Watch this session recorded at Unreal Fest Chicago 2026 for a walkthrough of the process of creating a large crowd of MetaHumans, using Mass and Nanite to simulate and render them efficiently—while still ensuring they look great up close. You’ll see how to scale your crowd to fit within your frame budget on all platforms, including mobile and non-Nanite. We also cover how to mix and match faces, bodies, hair, and clothing to produce a wide variety of unique appearances within the crowd, either procedurally generated or hand-authored by an artist. This session demonstrates features that are new to 5.8—some of which are Experimental. Experienced Unreal Engine users will be able to follow along and recreate what’s shown here, and engineers will be able to use this information to customize MetaHumans more deeply for their projects. Find out more about MetaHuman here: metahuman.com #MetaHuman, #Mass, #Nanite, #CrowdSimulation, #GameDevelopment, #UnrealEngine, #UE 5.8, #UnrealFestChicago2026

  • Systemic Shader Reduction: How We Cut Fortnite’s Shaders by 68% | Unreal Fest Chicago 2026
    2026.07.17 に

    Watch this session recorded at Unreal Fest Chicago 2026 and discover how the Unreal Engine team and the Fortnite Tech Art team collaborated to reduce Fortnite’s shader count by 68%. The talk outlines the key sources of shader and material bloat and explains why the problem exists in the first place. As well as diving into the UE 5.8 engine optimizations that will reduce your project’s shader footprint, we provide an overview of Fortnite’s material architecture, analyze how permutation growth became a problem, and explain the guiding principles behind the cleanup effort. You will come away with practical strategies and lessons learned for reducing material and shader permutations in your own projects. Find out more about game development in Unreal Engine here: unrealengine.com/uses/games #Fortnite, #GameDevelopment, #UnrealEngine, #UE 5.8, #UnrealFestChicago2026, #Shaders

  • A Deep Dive Into Lore: a Next-Generation Version Control System | Unreal Fest Chicago 2026
    2026.07.17 に

    Watch this session recorded at Unreal Fest Chicago 2026 for an exclusive first look at Lore: Epic’s next-generation version control system tailored to solve the unique needs of games and related industries where efficient collaboration on both code and large-scale content is key. In this technical deep dive, we take you inside the system’s core design, covering why it was built the way it was: how it handles binary content, history, branching, collaboration, data transfer and performance; where it aligns with and diverges from other version control paradigms; and what lessons were learned while designing and evolving the system up to this point. Expect a candid, systems-level walkthrough aimed at engineers who want to understand this version control system from the inside out—not just how to use it, but how to build it with us and contribute to its future. #Lore, #VersionControl, #GameDevelopment, #UnrealEngine, #UE 5.8, #UnrealFestChicago2026

  • Spending Milliseconds: Choosing Rendering Features for Your Game | Inside Unreal
    2026.07.16 に

    Join us as our guest, Adam Kiraly, discusses Unreal Engine 5’s major rendering features focusing on Nanite, Lumen, VSM and their alternatives to help you make better educated decisions about what to use. Whether you are early into a project or looking at ways to improve performance or visuals in your game, this talk should give you some useful pointers backed by Tanglewood’s experience working on dozens of projects using cutting edge tech.

  • Mutable: Merging Skeletal Meshes
    2026.07.15 に

    Mutable: Merging Skeletal Meshes | TutorialTutorial that shows how to merge two Skeletal Meshes using Mutable.dev.epicgames.com

  • How Tides of Tomorrow Built Multiplayer Storytelling & Smarter Art Production w/ UE | Inside Unreal
    2026.07.15 に

    Join DigixArt for a behind-the-scenes look at the making of Tides of Tomorrow, the studio’s ambitious narrative adventure where player choices ripple across other players’ stories. Adrien Poncet will share the creative and design challenges behind building the game’s unique Story-Link system, while Raphael Garcia will dive into the art production pipeline and optimization strategies that helped the team deliver the project efficiently. Check out their project on their website here: https://tidesoftomorrow.thqnordic.com

  • Mutable : Simple Customizable Object
    2026.07.15 に

    Mutable : Simple Customizable Object | TutorialTutorial that shows how to create a basic Mutable Customizable Object.dev.epicgames.com