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  • Bringing Zebra to Life: Animating in Unreal Engine 5.8 | Inside Unreal
    2026.09.10 に

    Discover the power of animating directly in Unreal Engine with the new animation and rigging features in Unreal Engine 5.8. Join the Epic team to see how the latest in-engine tools were used to bring the Zebra Sample to life—from body animation and physics to facial rigging and animation. We’ll also explore Fortnite Body Rig Modules and how these new workflows can help streamline character creation and animation. Check out the sample yourself here: https://www.fab.com/listings/8bff9602-7087-4d86-b680-f55b263e8382?lang=en For even more information on these tools, check out the resources below: Building Cartoony Facial Rigs with Control Rig in Unreal Engine – https://youtu.be/NysFumZcmcQ?si=NuZROtpiyWu4do65 State of Rigging and Animation Tools in Unreal Engine 5.8 – https://youtu.be/yi-oDmC1nqU?si=9bNgmua_NtNhiouS Rigging in Unreal Engine Workshop – https://dev.epicgames.com/community/learning/talks-and-demos/jZ74/workshop-rigging-in-unreal-engine

  • MetaHuman Animator Markerless Motion Capture Demo
    2026.09.10 に

    Learn how to create MetaHuman character animation from your own video footage using the MetaHuman Animator Markerless Motion Capture workflow in Unreal Engine. In this recorded session, Nazzal Naseer from the Epic Games Education team walks through the core workflow—from preparing and importing video footage to generating and refining animation sequences for MetaHuman characters. Get the free MetaHuman Animator Markerless Mocap plugin now.

    #UnrealEngine #epicgames #UE58 #UE #MetaHuman

  • AAA to UEFN: The Genesis of ‘The Last Ascent’ | Creating in Fortnite
    2026.09.09 に

    Two AAA veterans with Far Cry, Assassin’s Creed, and Rainbow Six Siege on their résumés built their own IP in Unreal Editor for Fortnite (UEFN). Here’s how they did it. Rodolphe Recca and Jonathan “Rax” Gauvin join Creating in Fortnite to walk through The Last Ascent from first concept to playable island—how they ideated and iterated, why they chose UEFN and Fortnite to launch their own IP, and what it took to ship it using UEFN and Verse. They get into coming up to speed with the toolset, the hurdles they hit, and the advice they’d give any developer taking an idea from concept to reality in Fortnite. Fortnite for developers: https://www.fortnite.com/developer Check out the experience here: https://www.fortnite.com/@3wintersgames/1741-5158-9716 #Fortnite #UEFN #FortniteCreative #UnrealEditorForFortnite #GameDevelopment

  • Networked Physics – Gameplay Tutorial
    2026.09.09 に

    Networked Physics – Gameplay Tutorial | TutorialTutorial for learning how to develop multiplayer physics-based gameplay which handles physics-resimulationdev.epicgames.com

  • Reading Your Data and Iterating in Fortnite | Creating in Fortnite
    2026.09.08 に

    Your in-island transaction analytics in Creator Portal tell you more than how much you earned. Conversion rate, ARPDAU, ARPPU, purchases per buyer, and average transaction value all move together, and reading them together can help you diagnose whether an offer is underperforming or has room to grow. In this livestream, we’ll walk through each chart in Creator Portal: what the metric actually measures, how to segment and filter by island and offer, why spikes and dips happen, and what to change in your island in response to those data points. Tune in on September 8 at 2 PM ET for our Creating in Fortnite livestream with Carson Taylor, John Raff, and Jeremy Mingo from Epic Games. Learn more about UEFN: https://www.fortnite.com/developer #Fortnite #UEFN #FortniteCreative #UnrealEditorForFortnite #gamedevelopment Timestamps: 0:00 Opening 4:24 Introductions (Carson Taylor, Jeremy Mingo, John Raff) 7:00 Overview: what this session covers (creator portal analytics) 8:38 Creator portal structure: team owner access & monetization overview tab 10:07 Monthly payouts chart walkthrough 11:03 Daily transaction payouts and estimates 12:37 Total offers sold chart 15:38 Unique buyers chart & segmenting by offer/island 17:48 Conversion rate explained & island comparison example 20:49 ARPDAU (average revenue per daily active user) explained 23:10 ARPPU (average revenue per paying user) explained 25:52 Deep dive: how conversion rate, ARPDAU & ARPPU interact 30:51 Purchases per buyer metric 34:10 Average transaction value metric 36:31 Wrap-up: connecting all metrics back to payouts 38:38 Q&A begins 38:38 Q: What’s a good conversion rate benchmark? 41:24 Q: Balancing cheap entry offers vs. premium pricing 44:01 Q: Does conversion rate matter if the goal is max revenue? 45:00 Q: Tips for reading noisy vs. clean graphs 48:56 Q: How data shows “what” but not “why” 50:38 Q: How to act on data — small changes vs. big changes 55:06 Q: Balancing revenue optimization vs. player experience 59:21 Q: Feature requests (platform/region breakdowns, bulk download) 1:00:27 Q: What does the yellow estimate icon mean? 1:01:20 Q: Common gotchas/pitfalls in reading this data 1:03:00 Closing advice & final tips 1:06:08 Closing

  • Getting Started with MCP in Unreal Engine 5.8
    2026.09.07 に

    Watch this Epic Games Education Office Hours session for a hands-on look at the Experimental MCP Plugin in Unreal Engine 5.8. The session explores how the MCP Plugin connects AI models with Unreal Engine workflows, including what the plugin is, how it works, and how you can start using it in your own projects or in the classroom. Whether you’re a creator, educator, or curious about AI-assisted workflows in Unreal Engine, this recording is a great place to get started. #unrealenginebeginnertutorial #epicgames #UE58 #UE #MCP

  • How We Designed a Puzzle Adventure Game in Unreal Engine
    2026.09.04 に

    In this video, we’ll take a look at how we designed a Puzzle Adventure Game using Unreal Engine. This video acts as an overview of our process, and the various tools and features we’ve used to design the gameplay, keys and doors, HUD, enemies, and player sprinting abilities for this game project. The full tutorial and a download link to the project can be found here: https://dev.epicgames.com/documentation/unreal-engine/design-a-puzzle-adventure-game-in-unreal-engine

  • How a Solo Dev Made a Blueprint Online Multiplayer Game with UE in 7 Days | Inside Unreal
    2026.09.03 に

    Join us as Christopher Main walks through his workflow for creating an “Online Puzzle Extraction Game” in 7 days as a solo developed project. Utilizing many Unreal Engine systems for extremely fast blueprint multiplayer iteration. This session shows quick tips for concept, retro aesthetics, 3D modeling, rigging, animation, textures, audio and more. Check out the game yourself here: https://themainstark.itch.io/spinlock Check out Christopher’s tutorials on their YouTube channel here: https://www.youtube.com/@TheMainStark Timestamps: 0:00 Opening 4:30 Introduction: Christopher Ming & Spin Lock overview 6:00 Game overview: co-op puzzle extraction with Quake vibes, live playtest setup 10:18 Past game jams: Castle Day, Squishems, and lessons learned 12:26 Live playtest begins: killing enemies, collecting codes, solving puzzles 19:18 Goals for Spin Lock: doing all art solo, 90s aesthetic 26:32 Design deep dive: spin-to-win theme & combination lock arena concept 33:39 Playtest wrap-up & general game jam advice (avoid scope creep, have fun) 35:22 Concept & pre-production: using Obsidian for design docs and mood boards 37:02 Brainstorming influences: extraction genre, puzzle design, Maze Runner 48:06 Early pitfalls: abandoning HTML5 export, restarting in UE 5.5 50:41 Day-by-day production breakdown 52:34 Final day polish: oversized weapons & last-minute bug fixes 54:45 Optimizing for low-poly retro aesthetic in Unreal 56:05 In-engine 3D modeling & rigging demo (pickaxe prop) 1:09:05 Linked animation sequences workflow demo 1:14:14 Texturing with Wall-E app for retro pixel art 1:18:14 DIY audio: mouth-made sound effects & Audacity tricks 1:26:47 Blueprint multiplayer philosophy & best practices 1:33:22 Multiplayer fundamentals: replication, net relevancy, RPCs 1:41:47 PlayFab + Unreal dedicated server tutorial overview 1:44:03 Lessons learned & general game jam advice recap 1:48:35 Post-jam expansion: Echo X reveal and playtest 1:55:47 Post-jam advice: pitch decks, vertical slices, portfolio building 1:58:01 Q&A begins 2:03:00 Q&A: PlayFab vs. EOS, learning resources, plugins used 2:11:03 Q&A: C++ vs. Blueprint, performance, in-engine character creation 2:22:17 Closing