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  • Getting Started with Megalights in Unreal Engine 5.8 I Epic Games Education Webinar
    2026.10.28 に

    Discover how MegaLights in Unreal Engine 5.8 can transform the way you light your environments with thousands of dynamic, shadow-casting lights while maintaining performance. Now Production Ready in Unreal Engine 5.8, MegaLights enables more flexible lighting workflows, helping you create richly illuminated environments with realistic shadows and greater creative freedom. In this Epic Games Office Hours webinar, you’ll learn what MegaLights is, why you should use it, and how to get started. Follow us on Linkedin for more upcoming webinars: https://www.linkedin.com/showcase/unreal-engine-for-design-visualization Docs: https://dev.epicgames.com/documentation/unreal-engine/megalights-in-unreal-engine #UnrealEngine #UE58 #MegaLights #RealTimeRendering #GameDevelopment

  • Turning Music into Playable Worlds with SoWhen? | Creating in Fortnite
    2026.10.27 に

    Join the SoWhen? team for a look at how the Paris createch turns music artists’ worlds into playable experiences in Fortnite, from the Turbo Killer Experience with Carpenter Brut to Poppy Secret Run, created with Poppy. With UEFN open throughout the session, each team member will take viewers through their part of the work, sharing anecdotes, challenges and the approach behind it: capturing the artist’s own performance with markerless motion capture, keeping gameplay locked to the track, the custom tools the team built for its experiences, and how it uses Scene Graph. Expect an open conversation about what it takes to bring an artist’s universe into UEFN and make it hold up in play. Check out Poppy Secret Run here: https://www.fortnite.com/@sowhen/3416-2408-7383

  • Fast-paced action RPG Phantom Blade Zero takes full advantage of Unreal Engine 5
    2026.10.27 に

    Fast-paced action RPG Phantom Blade Zero takes full advantage of Unreal Engine 5 to achieve scale and quality with S-Game’s small team 🔪 Motion Matching using actual master martial artists, Nanite & Lumen for more ambitious graphic fidelity and more! Take a look at what S-Game founder & CEO Soulframe had to say on the use of UE in the game! You can grab the game tomorrow on the Epic Games Store!: https://store.epicgames.com/p/phantom-blade-zero-e78a35

  • Last week, we showed off next-gen Unreal Engine tools/systems that run on mobile 📲
    2026.10.24 に

    If you missed our deep dive with Epic experts Ari Arnbjörnsson, Arvind Neelakantan and Paul Georges, you can catch the VoD for the stream over on our YouTube channel: https://youtube.com/live/2OCeuCj0swQ

  • See Zebra Sample in Action: Live Animation Demo in UE5.8 with Jeff Gabor | Inside Unreal
    2026.10.22 に

    Join Principal Animator Jeff Gabor for a live animation demo in UE5.8 using the Zebra Character and Rig from the free Zebra Sample on Fab! See how Jeff approaches posing, rigging, and in-betweening as he brings the Zebra character to life, with practical tips and insights to help you level up your own animation workflows. Get the free Zebra Sample here: https://www.fab.com/listings/8bff9602-7087-4d86-b680-f55b263e8382

  • UE 5.8’s Iris system provided crucial communication between client & server for Gears of War: E-Day
    2026.10.21 に

    Unreal Engine 5.8’s new Iris replication system provided crucial communication between client and server for Gears of War: E-Day’s multiplayer, both competitive and cooperative🌐 The Coalition were able to take advantage of Iris to help with network updates as well as bandwidth management between servers and players. Check out our piece on the game and how Iris other UE features factored into development: https://epic.gm/dev-interviews-gears-e-day

  • Simulating a LiDAR sensor using Hardware Raytracing in Unreal Engine 5
    2026.10.17 に

    Simulating a LiDAR sensor using Hardware Raytracing in Unreal Engine 5 | CourseIn this series of articles, we will explore the physical principles behind LiDAR sensors and how to simulate their behav…dev.epicgames.com

  • Building UEFN Source Assets for Fab | Creating in Fortnite
    2026.10.16 に

    UEFN source assets are now available on Fab! Join Derek Diaz, UI/UX Director at Epic Games, and Martín de Greiff, Fab Creator Success Manager, to learn how to build a UEFN source asset and publish it on Fab. Source assets are complete, editable systems for creating experiences in Fortnite. They open directly in UEFN, helping developers spend less time recreating systems that already exist and more time building. In this livestream, Derek and Martín will walk through how source assets work, how to create one, and how to publish them for sale on Fab. Learn more in the documentation:

    0:00 Opening 3:50 Introductions: Derek Diaz & Martín (Fab Creator Success) 6:08 What does building/publishing UFN source assets mean? 11:43 Derek shares screen: Verse UI Kit project structure overview 13:19 Icons, meters, and material functions included in the kit 19:33 Live showcase: basic buttons, checkboxes, chips, radio groups 23:55 Toggle switches, pip ratings, and collapsible containers 26:28 Tabs, input selectors, and feedback toasts 28:47 Composite examples: vehicle control panel & full menu demo 33:00 Button anatomy breakdown: slots, highlight states, customization 40:01 The agents.md file for AI-assisted UI development 41:18 Transition to Martine: publishing to Fab walkthrough begins 44:34 Creating a new Fab listing: file upload & format selection 47:00 Description, licensing tiers (personal vs. professional) 51:03 Tags, discoverability, and listing best practices 52:17 Media gallery, thumbnails, and image requirements 55:37 Content guidelines: maturity ratings & AI disclosure 58:26 Submitting for review & moderation process explained 1:02:15 Discussion: why listing quality/effort matters 1:04:13 Derek returns: downloading the UI Kit into a new project 1:07:11 Demo: custom-styled UI kit examples (trade shop, village) 1:12:00 Village inventory screen deep dive: tabs, chips, filters 1:16:02 Discussion: learning by reverse-engineering existing assets 1:18:45 Q&A begins 1:19:28 Q&A: animation packs, build tool flexibility, demo levels 1:23:19 Q&A: publishing entity prefabs & MCP-assisted development 1:25:05 Q&A: custom licensing for quantity control / single-buyer sales 1:27:11 Q&A: IP infringement, resellers, and DMCA takedowns 1:29:41 Q&A: AI training data & the default Fab license 1:31:18 Discussion: why disclosing AI usage matters 1:34:58 Q&A: MCP-assisted content and AI disclosure requirements 1:37:14 Q&A: UFN-specific tags & tag list availability 1:38:31 Q&A: restricted product keys for QA testing 1:40:47 Q&A: expanding Fab to more engines/DCC tools 1:43:10 Q&A: uploading full projects for free & revenue share (88/12) 1:44:48 Closing