Future Features in Unreal Engine: 5.5 and Beyond | Unreal Fest 2024
Résumé
TLDRAran Brussi, a Technical Director at Epic Games, presents the roadmap and enhancements for Unreal Engine, focusing on key areas such as rendering, world creation, animation, simulation, and performance. The presentation highlights new features like improved foliage rendering, mesh painting in the editor, and better tools for animation workflows. Future updates promise significant improvements in mobile support, procedural content generation, level of detail management for landscapes, and dynamic gameplay simulation. Unreal Engine 5.5 is now available, with expectations for ongoing updates and enhancements aimed at improving efficiency and usability for developers and artists across various platforms.
A retenir
- 🎮 Commitment to high-end graphics quality for all uses
- 🌿 Innovative foliage rendering solutions being developed
- 🛠 Enhanced animation tools for greater workflow efficiency
- 📱 Significant improvements in mobile platform support
- 👥 Dynamic world creation capabilities are a priority
- ⚙ Performance optimizations are ongoing for better efficiency
- 🗺 Introduction of new editing tools for world design
- 🔊 Audio feature updates to improve user experience
- 🖥 Regular updates planned with a roadmap for future releases
- 🚀 Focus on community feedback for continuous improvement
Chronologie
- 00:00:00 - 00:05:00
Aran Brussi, Technical Director at Epic Games, discusses the roadmap for Unreal Engine, emphasizing the importance of high-end graphics and performance. He stresses collaboration in the software development process and the fluidity of features due to ongoing research and development.
- 00:05:00 - 00:10:00
The focus on rendering aims to enhance graphics quality not just for gaming but for multiple use cases. High fidelity rendering at 60Hz on current-gen consoles is a key goal, with particular attention to foliage rendering and skeletal animations to improve performance and detail.
- 00:10:00 - 00:15:00
A mega lights initiative is introduced, showcasing a significant increase in graphics fidelity, while efforts to optimize Lumen performance for real-time ray tracing on current-gen consoles are highlighted as exciting future developments.
- 00:15:00 - 00:20:00
There are ongoing improvements for the Material Editor, aiming for easier workflows for artists. The new beta version of the Substrate feature allows complex materials to be created without performance overhead, indicating possibilities for future production-ready status.
- 00:20:00 - 00:25:00
Improvements in first-person rendering techniques and several architectural changes aim to enhance rendering performance across the engine. The development of a refined GPU profiler seeks to unify existing profiling systems for better resource management.
- 00:25:00 - 00:30:00
World creation tools are evolving to support large-scale open world games more efficiently, with significant updates planned that will enhance content creation via procedural generation and better asset management.
- 00:30:00 - 00:35:00
The PCG system is being refined to allow for more content generation rules, and features like level instance property overrides are introduced to ease designers' workflows while improving streaming performance and memory management.
- 00:35:00 - 00:40:00
Animation tools aim for a full pipeline integration within the editor, streamlining the animation process and encouraging non-experts to utilize these tools efficiently, along with enhanced features like control rigs and retargeting improvements.
- 00:40:00 - 00:45:00
The framework for gameplay systems focuses on improved workflow through modularization, while enhancements in networking ensure improved multiplayer experiences. The goal is to optimize performance and reduce hitching during gameplay.
- 00:45:00 - 00:50:00
The audio system is receiving a major overhaul with MetaSounds, including new debugging features and audio property sheets to enhance user experience and multiplicative control over audio properties.
- 00:50:00 - 00:58:46
As the release date for version 5.5 approaches, the roadmap outlines a consistent release strategy with an aim for two major releases annually, indicating a commitment to continuous improvement and user engagement.
Carte mentale
Vidéo Q&R
What is the focus of the presentation by Aran Brussi?
The focus is on advancements and the roadmap for Unreal Engine, including rendering, world creation, animation, and performance optimizations.
What improvements are being made to foliage rendering?
Research and development into foliage rendering includes addressing challenges with rendering large amounts of trees efficiently and introducing skeletal animations for dynamic elements.
What new features are introduced in version 5.5?
Key features in version 5.5 include mesh painting in the editor, improvements to Lumen and VSM, first-person rendering capabilities, and enhancements to the animation pipeline.
How is mobile support evolving in Unreal Engine?
Mobile support is improving with features like the desktop deferred renderer and experimental Lumen support, along with better tools for analyzing memory usage on mobile devices.
What future updates can users expect?
Users can expect enhancements in PCG (Procedural Content Generation), terrain improvements, and a new set of tools focused on making it easier to manage larger worlds with efficient streaming.
What is being done to enhance the animation tools?
Animation tools are being improved to push for full pipeline integration within the editor, making it easier for animators to work without relying on external tools.
What's the timeline for upcoming releases?
Version 5.5 is out now, with a preview of 5.6 expected in late spring, showing a commitment to two releases per year.
What is the aim of the 'Framework' section mentioned?
The aim is to enhance workflows and performance for gameplay elements to build complex and large worlds in games.
What kind of improvements are expected for audio features?
Improvements will include better debugging, new audio widgets, and a dynamic dialogue system.
How is the rendering architecture evolving?
The rendering architecture is being optimized for better performance, including the support for bindless resources and shader compilation improvements.
Voir plus de résumés vidéo
Spermogramme : OATS
Tempio Malatestiano - Leon Battista Alberti
1 MW MSW biogas Power Plant by Bankai-Papop JV in Rayong, Thailand
How To Be Happy & Remove Negative Thoughts in ANY Situation
Easy Kimchi Jjigae with Pork Belly (Korean Kimchi Stew) #shorts
Sankhya Philosophy Explained: The Foundation of Yoga & Ayurveda
- 00:00:01so uh my name is Aran brussi uh I'm a
- 00:00:04technical director at epic games you
- 00:00:06know my goal is to help people be
- 00:00:08successful at uh implementing a real
- 00:00:10engine and uh for that right we want to
- 00:00:12share more about all the things that we
- 00:00:14have in flight so that hopefully uh you
- 00:00:17know you can uh you can you can see
- 00:00:19what's coming you don't uh you don't
- 00:00:21build your own if we have something in
- 00:00:23Flight right stuff like that and just
- 00:00:24share more of the road map so um that's
- 00:00:28his talk uh so we're going to go over
- 00:00:29the engine it's a bit much uh so I'm
- 00:00:33trying to kind of get through it we we
- 00:00:35don't have that much time there's going
- 00:00:37to be a lot of special list sessions for
- 00:00:41uh all these areas where people can go
- 00:00:43to much more detail on like the five
- 00:00:45five features and uh and and what's
- 00:00:47coming Beyond and I've pointed out those
- 00:00:49sessions in the slides so you can see
- 00:00:52those other sessions if you're if you
- 00:00:54want to go to
- 00:00:56those uh big caveat as always it's
- 00:00:59software development things will change
- 00:01:02you know I think over the past week uh
- 00:01:04there's so many features that made it
- 00:01:05made it not Etc into five5 so it's
- 00:01:08always uh always the thing that that's
- 00:01:10happening uh we just want to share what
- 00:01:12we're working on so uh you know instead
- 00:01:14of just like saying nothing and then uh
- 00:01:16and then uh you know you can only see it
- 00:01:19like six months from now or
- 00:01:20whatever so let's start with uh
- 00:01:24rendering you know uh I thought it was
- 00:01:27always good to kind of start with the
- 00:01:28aims right like what are we trying to do
- 00:01:29with rendering well it's probably the
- 00:01:30most obvious feature of the engine that
- 00:01:32that that we're pushing right high-end
- 00:01:34Graphics quality not just for games for
- 00:01:36all these other uh uh uses of of of a
- 00:01:40visualization engine uh you know but
- 00:01:42importantly right for us that also means
- 00:01:45we want to hit the highest Fidelity as
- 00:01:47possible at 60 HZ on current gen
- 00:01:50consoles right so that's a true line
- 00:01:52that we use for all our development to
- 00:01:54just keep working on performance uh you
- 00:01:56know high-end photo realism as well for
- 00:01:58all these other use cases virtual
- 00:02:00production uh you name it uh it's also
- 00:02:03part of the of the
- 00:02:05efforts so uh with uh with all the
- 00:02:08features right starting with with with
- 00:02:10Nite so uh the big focus of the year is
- 00:02:13to uh do R&D into foliage rendering so
- 00:02:17the problem with foliage is that if you
- 00:02:19have a huge amount of trees going up to
- 00:02:20the Horizon you know the the the Nite uh
- 00:02:24algorithm doesn't work that well because
- 00:02:25it just becomes a problem of aggregation
- 00:02:28of all these leaves Etc so we looking at
- 00:02:31all kinds of um approaches to render
- 00:02:34that kind of uh geometry detail at speed
- 00:02:38in the far distance Etc but the other
- 00:02:40aspect of it as well is that in in close
- 00:02:43to you next to the camera there will be
- 00:02:44a lot of moving elements right if you
- 00:02:46had to see the trees the trees are
- 00:02:47moving Etc so for that we are exploring
- 00:02:51uh Nite skeletal missions which is
- 00:02:53actually hitting experimental already in
- 00:02:56uh in 55 and that's really exciting
- 00:02:59because we're running all that on the
- 00:03:00GPU so we can offload all that stuff
- 00:03:03from the CPU and is much faster to
- 00:03:06render and even instance animations and
- 00:03:09such things um the other problem with
- 00:03:11trees is that um if you have have tried
- 00:03:15it you know you import like a 50 million
- 00:03:17triangle tree into into Nite it takes a
- 00:03:20long time and it's super huge so we're
- 00:03:22looking at a system called that we call
- 00:03:24like a Nite assemblies to comp composite
- 00:03:27trees out of different elements that are
- 00:03:29then in insted and um hierarchically uh
- 00:03:32instan to create a full tree at much
- 00:03:35lower memory usage and much more
- 00:03:38efficient uh uh uh users like that and
- 00:03:41then um you know last but not least um
- 00:03:45we also have
- 00:03:48uh highly requested Nite mesh painting
- 00:03:52uh in the editor at 55 so that allows
- 00:03:56you to paint virtual textures directly
- 00:03:58inside the editor instead of doing like
- 00:04:00per vertx colors which is not F friendly
- 00:04:03for for Nite um so that's not part of
- 00:04:05the the editor as well really excited
- 00:04:07artists are all uh super happy with that
- 00:04:11so yeah going forward uh future you know
- 00:04:14uh we plan to kind of keep doubling down
- 00:04:16on the foliage thing we expect really
- 00:04:18big updates at around 5 six time uh
- 00:04:22which is next year middle next year and
- 00:04:24uh that will both solve all these issues
- 00:04:26of like Dynamic moving trees the
- 00:04:28composition of the trees uh the
- 00:04:31aggregation but also making this all
- 00:04:33work with Lumen and uh
- 00:04:37VSM so yeah Lumen and VSM that area uh
- 00:04:41excited to show that we now have this
- 00:04:44megga lights initiative that just just
- 00:04:46we we we showed demo off you know that
- 00:04:48featured like I think like 1700 R traced
- 00:04:51uh shadowed lights in that scene uh
- 00:04:54running on a current gen console it's uh
- 00:04:57it's early right it's experimental uh
- 00:04:59we're work on performance and get that
- 00:05:01to uh to to 60 and and all that uh in
- 00:05:04the in the future uh but yeah you know
- 00:05:07really really next leap in the graphic
- 00:05:08Fidelity in in in in that way um then in
- 00:05:12general we were doing a lot of work on
- 00:05:15uh Lumen performance so to uh run that
- 00:05:18at high quality scalability settings at
- 00:05:2060 htz on current gen consoles and also
- 00:05:24enable Hardware rate racing at 60 Herz
- 00:05:26on uh current gen consoles uh with 55 so
- 00:05:30that's also really
- 00:05:32exciting um down the line right what's
- 00:05:35coming next uh obviously a lot of work
- 00:05:37going into meytes and further optimizing
- 00:05:39that um you know but also looking at
- 00:05:41like Lumen like how can we scale it um
- 00:05:45uh down even further by hitting uh maybe
- 00:05:48two millisecond type processing time so
- 00:05:50we can enable 120 hertz uh modes but
- 00:05:53also run it better on low-end Hardware
- 00:05:56mobile and uh and such things so uh
- 00:05:59that's also in in deep R&D for future
- 00:06:03releases like not not backed to a
- 00:06:05certain release yet P racer is now
- 00:06:07production ready uh so that's um a
- 00:06:11really feature complete as well for uh
- 00:06:13Enterprise uh and linear content type
- 00:06:16work and we have some experimental
- 00:06:18aspects that we just came came in with a
- 00:06:20new D noiser and fetri Cloud support and
- 00:06:23and such things then also exciting that
- 00:06:26substrate is now hitting beta in 55 you
- 00:06:29know substrate obviously is this uh you
- 00:06:31know complex materials with like uh lots
- 00:06:34of layering you know without overhead
- 00:06:36for for for if you want to do simple
- 00:06:39things so you can go super complex but
- 00:06:41also do simple things and you know in
- 00:06:43good epic practice what we want to do to
- 00:06:46make that into production ready is to
- 00:06:48ship our internal projects on it so uh
- 00:06:50that's not happened yet so that's why
- 00:06:51it's still beta so over the next uh uh
- 00:06:54time you know I don't know if it's going
- 00:06:56to be the next version or not uh we need
- 00:06:58to kind of get fortnite substrate and
- 00:07:00release that at 60 hertz running uh with
- 00:07:03all the bells and whistles and
- 00:07:05performance before we can call that uh
- 00:07:07production
- 00:07:08ready um and then um the last bullet
- 00:07:13point is there is first person rendering
- 00:07:16so uh it's kind of interesting because I
- 00:07:18always think about unreal is like the
- 00:07:19Unreal Tournament engine still and uh
- 00:07:21we're like yeah first person rendering
- 00:07:23out of the box didn't work that well so
- 00:07:26we actually put some time and effort
- 00:07:27into that so we now have uh
- 00:07:30that ready in like experimental state so
- 00:07:32you can do like the you have an anti-
- 00:07:34clipping uh uh approach you have a
- 00:07:37separate fov for your uh firsters uh uh
- 00:07:41mesh and then we have a bunch of work
- 00:07:43that we're still doing for the future
- 00:07:45with um in the near future like doing uh
- 00:07:48shadowing of your uh gun self shadowing
- 00:07:51shadowing of your third person mesh and
- 00:07:53uh supporting Reflections and those kind
- 00:07:55of things but that's cool because you
- 00:07:57don't have to do these nasty ha and has
- 00:08:00the uh U workarounds anymore to render
- 00:08:03first person meses uh
- 00:08:06efficiently right um then on uh the
- 00:08:11rendering architecture so um you know uh
- 00:08:14main focus is to really uh get to ever
- 00:08:17better performance by improving renderer
- 00:08:20paralyzation in general to utilize all
- 00:08:22the cores and using the new work crafts
- 00:08:24on um on PCS um so uh feature-wise
- 00:08:29uh the other thing that we're doing is
- 00:08:31we're working on a refactor of the GPU
- 00:08:33profiler where the goal is to unify
- 00:08:36these profiling systems that we have
- 00:08:39like uh stats uh profile GPU uh insights
- 00:08:43and such things and to support also the
- 00:08:45modern concepts with asnc compute and
- 00:08:47mgpu in kind of a single uh profiler so
- 00:08:51that will help a lot um seeing what your
- 00:08:53gpus all
- 00:08:54doing um then we have uh support for
- 00:08:57bindless resources also highly requested
- 00:09:01from many many content developers right
- 00:09:03enable much newer artist workflows and
- 00:09:06uh and uh and and such things so that's
- 00:09:09coming and um last but not least uh here
- 00:09:15or many things not certainly not last um
- 00:09:19uh you know we're working on a lot of
- 00:09:21Shader compilation improvements by um uh
- 00:09:26you know looking at the compiling time
- 00:09:27so we can do their uh PSO C Ing and uh
- 00:09:30you know generally we're working and uh
- 00:09:34uh decreasing the Shader permutations uh
- 00:09:36a lot to kind of get uh performance back
- 00:09:39into your uh workflows of just working
- 00:09:42on the
- 00:09:46games okay then um next um we have uh
- 00:09:52you know ongoing work on like gr
- 00:09:54paralyzation right so coming with
- 00:09:56enhanced barriers as well like CPU and
- 00:09:58GPU optimizations with DAR X um you know
- 00:10:02further reducing Shader permutations by
- 00:10:05E by doing efforts on reducing static
- 00:10:07switch uh uh uh conversion um um uh
- 00:10:12things and um then you know another big
- 00:10:16effort underway for the next uh uh time
- 00:10:19period is a new material editor where
- 00:10:22the goal is to make a uh you know much
- 00:10:25easier uh system for people to make
- 00:10:27performant materials simply out of the
- 00:10:30box without having to a lot of Uh custom
- 00:10:33work to kind of get them to work at
- 00:10:35performance in the first place so you
- 00:10:37know make great materials for
- 00:10:38non-experts is the goal
- 00:10:42here right that was rendering let's go
- 00:10:45to world creation so um obviously right
- 00:10:49World creation the aims are to kind of
- 00:10:51you know have un real be friendly to
- 00:10:53making these big open world games and
- 00:10:56have uh streaming uh efficient streaming
- 00:10:58out of the box
- 00:10:59and have these all all these workflows
- 00:11:01out of the box uh with u5 so we've been
- 00:11:04on that Journey since 5.0 probably since
- 00:11:06our first dech demos and you know we're
- 00:11:09we're we're getting uh we're seeing big
- 00:11:11improvements every release you know as
- 00:11:13part of that we also have the PCG uh uh
- 00:11:17system that we now uh are are uh you
- 00:11:21know going to move toward F uh
- 00:11:24production ready by next year and that's
- 00:11:26obviously a way to kind of add a lot
- 00:11:28more content uh via rules and and and
- 00:11:32systems like that instead of just hand
- 00:11:34placing anything so that's uh also
- 00:11:36allows you to stay in the editor
- 00:11:38obviously and and get much faster uh
- 00:11:40workflows like that so big thing now is
- 00:11:43that we were also going to run that on
- 00:11:44GPU going
- 00:11:46forward um you know ambitious goal here
- 00:11:48right like our our our our nordstar that
- 00:11:51we have here is that we want to go to
- 00:11:52much much bigger worlds and then you
- 00:11:55know if you if you have an order of of
- 00:11:58multiple orders of magnet do more
- 00:11:59complexity just with the size of the
- 00:12:01world or the number of actors a lot of
- 00:12:03the unreal systems uh don't work that
- 00:12:05nice anymore right it uh it starts to
- 00:12:07fall apart so we we need to do a lot of
- 00:12:09work in uh in making such things
- 00:12:12faster so yeah uh 5 five uh we have um
- 00:12:17you know a feature that we call external
- 00:12:20data layers where um uh actors within a
- 00:12:23world predition can now be associated
- 00:12:25with like a Game feature plug-in and can
- 00:12:28be loaded as such
- 00:12:29which makes it much more efficient to to
- 00:12:32load that section without having to load
- 00:12:33everything also in memory um you know
- 00:12:36level instance property overrides a lot
- 00:12:39of a bit of a mouthful but that's our
- 00:12:41kind of you know our basic early prefab
- 00:12:44type system so you can have instances
- 00:12:46that you have override properties to and
- 00:12:49uh you know so you can instantiate
- 00:12:51things and do a bit of overrides it's
- 00:12:53not our full-fledged prefab system
- 00:12:55that's more what you see in ufn right
- 00:12:57now with the the new singer gra but this
- 00:13:00is at least a way to build uh build um
- 00:13:02you know big roads with like uh uh
- 00:13:05instance things and then also after many
- 00:13:08uh requests we now have uh static
- 00:13:10lighting for World partition uh using uh
- 00:13:14CPU light Mass so that's in 5
- 00:13:19five so uh future I think you know um a
- 00:13:23lot of work ongoing to keep improving
- 00:13:26workflows uh customization quality
- 00:13:29performance all the things right uh the
- 00:13:32the main thing on performance really is
- 00:13:34towards streaming performance so yeah if
- 00:13:37you have tens of thousands of objects in
- 00:13:39a cell and you're streaming it in you
- 00:13:41know we hitch right it's too much single
- 00:13:43threaded stuff uh so there's a lot of
- 00:13:46work on like okay how do we make that
- 00:13:47faster like the ads to World make that
- 00:13:49faster but also streaming out of memory
- 00:13:53make that faster right and you hit and
- 00:13:55like garbage collect and and whatnot so
- 00:13:57there there's a lot of work to kind of
- 00:13:59fix that multiple orders of magnitude
- 00:14:01problem down the line then uh right now
- 00:14:05to set up your world efficiently you
- 00:14:07have to build a lot of uh tools uh to
- 00:14:10kind of pack actors together into into
- 00:14:13grouped acre agregates and instance high
- 00:14:16in static mesh things and whatnot so we
- 00:14:18want to make tools to make that more
- 00:14:20automatic out of the box to kind of grab
- 00:14:22grab all the objects together and put
- 00:14:24them in the right cell and all
- 00:14:25that so uh yeah then on the new singer
- 00:14:29uh so that we are doing right now in ufn
- 00:14:32because that's kind of a nice isolated
- 00:14:34thing that doesn't break everything with
- 00:14:36the actor and component model of uh of
- 00:14:38uee right now but down the line right we
- 00:14:41want to make this a uee feature and kind
- 00:14:43of the main uh road ahead for that is
- 00:14:47like how do we merge these Concepts
- 00:14:49together right like how can we kind of
- 00:14:50move fully to maybe to like an entity
- 00:14:52system with that new scene graph while
- 00:14:54not breaking all the previous content
- 00:14:56that was built in like an actra
- 00:14:57component model so that's the big
- 00:14:59challenge I had for
- 00:15:01us unsolved
- 00:15:03yet um so yeah
- 00:15:06PCG uh very excited to uh announce that
- 00:15:10we have GPU compute on PCG so uh you
- 00:15:14know obviously you can do micro
- 00:15:15scattering it can generate and instan
- 00:15:18instantiate sorry instantiate uh Nite
- 00:15:22meshes so uh a lot more detail possible
- 00:15:25uh fully running on the GPU um we ALS
- 00:15:29also have a new PCG graph executor uh
- 00:15:33version two that uh scales better under
- 00:15:36multi trading applications and allows
- 00:15:38you to do async compute on some of these
- 00:15:40things so you don't hitch or you don't
- 00:15:42stall on the trads ETC you can have
- 00:15:44things that take longer uh without uh
- 00:15:46without uh U yeah itching and all that
- 00:15:49and that helps for both runtime and
- 00:15:52inside the editor so that's cool and uh
- 00:15:56there's a talk so that's the that's the
- 00:15:58first call out a talk here uh I think
- 00:16:01tomorrow and they'll go into much more
- 00:16:03detail on the on the various aspects
- 00:16:05that they're working
- 00:16:07on so yeah uh future so in the next year
- 00:16:11we want to make PCG production ready uh
- 00:16:14you know again for us that normally
- 00:16:16means we shipped it in fortnite right we
- 00:16:18use it at scale ourselves right we we we
- 00:16:22have hundreds of people working on it
- 00:16:23and we make sure that that that that
- 00:16:25that that works super solid so that's
- 00:16:27coming uh next uh GPU computers getting
- 00:16:30enhancements and uh and uh you know
- 00:16:33generally we're looking at all the
- 00:16:34workflows of like well how can we do
- 00:16:36better attribut support uh dependency
- 00:16:39tracking versioning uh all those kind of
- 00:16:42things um the other thing we're working
- 00:16:45on is uh a thing that we call like Mega
- 00:16:48worlds biomes so uh what we're seeing is
- 00:16:52that obviously you don't want to make
- 00:16:53Place individual assets anymore but more
- 00:16:56and more you also don't want artists to
- 00:16:58all have to work on PD graphs themselves
- 00:17:01because PD graphs become super complex
- 00:17:03and uh and uh so that's not for
- 00:17:05everybody so can we create a concept of
- 00:17:09um uh assets that have built-in pgd on
- 00:17:12every level and can just be placed with
- 00:17:15these built-in rules and can we ship
- 00:17:17content in our marketplaces in Fab and
- 00:17:19in quicka whatever that has built-in BCG
- 00:17:22uh rules and all that so that's an
- 00:17:24initiative that we're going to announce
- 00:17:25later next year but uh but that's kind
- 00:17:28of the the the workflow we're seeing
- 00:17:30ahead of us to just make make large
- 00:17:32scale World creation much much easier
- 00:17:34with that
- 00:17:37content then on uh terrain so um you
- 00:17:42know I've heard people internally ex uh
- 00:17:45sometimes say that our our landscape is
- 00:17:48like the worst geometry that we have on
- 00:17:50screen because it just height field and
- 00:17:53low Fidelity and all that so yeah we're
- 00:17:55we're we need to get it to Nite level of
- 00:17:58detail
- 00:17:59you know and while we're at it we should
- 00:18:00probably just make it completely 3D and
- 00:18:03uh and and get like pixelized polygons
- 00:18:05and all that but that's a huge uh effort
- 00:18:08because uh yeah you know even looking at
- 00:18:10at these things it's uh it's it's very
- 00:18:12complex so there's a lot of R&D going on
- 00:18:15you know we're working like workflow
- 00:18:16workflow prototypes and and and such you
- 00:18:19know memory everything is uh is is under
- 00:18:22uh U consideration there but yeah in the
- 00:18:25meantime we're stuck with landscape uh
- 00:18:28but at least landcape has gotten a
- 00:18:29couple of improvements so um you know we
- 00:18:33have um uh various things so you can do
- 00:18:37um um you can do uh patches you can do
- 00:18:40displacement of those your landscape uh
- 00:18:43we have uh um um you know better
- 00:18:46scalability support for like different
- 00:18:47platforms that you want to want to
- 00:18:49Target but also um uh worked on a bunch
- 00:18:53of uh quality of life improvements
- 00:18:55because we have heard many complaints
- 00:18:57that people are trying to import
- 00:18:59Landscapes into nit and that made their
- 00:19:02PCS blow up so uh we had to do a lot of
- 00:19:07work to kind of make that a bit more
- 00:19:08friendly and not and not take like a 500
- 00:19:11gazillion gigabyte of memory and
- 00:19:12whatever so yeah that's that's those are
- 00:19:14the type of things we also have fixed in
- 00:19:17the meantime on our Legacy landscape
- 00:19:21systems so yeah then uh last thing in
- 00:19:24World creation is the day sequence so
- 00:19:27this is finally publicly releasing
- 00:19:29really exciting so we're using the uh
- 00:19:32sequencer to uh basically um you know
- 00:19:36change anything based on on uh on a time
- 00:19:39of day setting so it allows you to can
- 00:19:42basically change anything that that you
- 00:19:43can access with with Seer we've been
- 00:19:46using it in fortnite for probably one
- 00:19:48and a half years now um uh but yeah this
- 00:19:51is now a plugin that we're releasing
- 00:19:53with with 55 so uh really uh exciting as
- 00:19:57well
- 00:20:00and there's another talk on
- 00:20:02that so yeah animation um a lot of work
- 00:20:06going into animation uh tooling right
- 00:20:08obviously um you know our our goal is to
- 00:20:11to push this full animation aling
- 00:20:15pipeline inside the the editor you know
- 00:20:17bypassing the need the absolute need you
- 00:20:19still do it but bypassing the need to uh
- 00:20:21use uh dccs you know also we're I think
- 00:20:25innovating a lot in like the animation
- 00:20:27workflows and uh and the tooling so we
- 00:20:30we we can we can accelerate our tooling
- 00:20:33much faster now we have control over the
- 00:20:35entire pipeline internally you know a
- 00:20:37lot of a lot of benefits here as well
- 00:20:39for uh round tripping times right you
- 00:20:41don't have to go back and forth to other
- 00:20:43tools but also like animating in context
- 00:20:45right for a uh if you're working on a
- 00:20:47Cuts scene or or uh a movie type thing
- 00:20:50or whatever you know you can animate in
- 00:20:52final pixel so you know you don't
- 00:20:54animate stuff that's in Shadow or behind
- 00:20:56an effect or or or or whatever so you
- 00:20:59know you see a lot of improvements there
- 00:21:00instead of just like the the the the
- 00:21:02bouncing between external
- 00:21:04dcc's it's an open framework which you
- 00:21:06can extend build your own tools with
- 00:21:08hopefully we'll see Marketplace plugins
- 00:21:09and such coming and you know generally
- 00:21:12right we like to see uh animation being
- 00:21:14used by more people so you know want to
- 00:21:16make it not just for experts and maybe
- 00:21:18right now the tools are a bit bit rough
- 00:21:21you know for experts only so we're
- 00:21:23working on like making it more friendly
- 00:21:25going
- 00:21:26forward so yeah one of our big uh
- 00:21:29features one of our big kind of
- 00:21:31Innovations probably for animation is
- 00:21:33our control rig efforts so we have a lot
- 00:21:35of things going on in Flight which just
- 00:21:38was added to 55 is um um modular
- 00:21:42animation deformers that you can add on
- 00:21:45characters in The sequencer really easy
- 00:21:48so that's super cool you know a modular
- 00:21:51uh rigging framework is getting a lot of
- 00:21:54uh quality of life uh uh improvements to
- 00:21:57kind of make that uh uh easier to use
- 00:22:01and refined that that that user
- 00:22:03interface uh you know we have skeletal
- 00:22:06mesh editing production ready in the in
- 00:22:09the editor so that's cool right it's
- 00:22:10another kind of thing that you don't
- 00:22:11have to do in an external tool and I
- 00:22:14think especially if you just have a
- 00:22:16simple thing right you have a simple
- 00:22:17thing you want to put a animation on Etc
- 00:22:19you can just do that in the editor
- 00:22:21instead of having for even simple thing
- 00:22:23go to an external
- 00:22:24tool and um then uh ml former right has
- 00:22:29been um used internally by us for quite
- 00:22:32some time we've even shipped ml deformer
- 00:22:35running on like PlayStation 4 with
- 00:22:37fortnite two years ago or something so
- 00:22:39it's super fast right it's like much
- 00:22:41faster than actually generating that uh
- 00:22:43or running that that that that logic uh
- 00:22:47um um you know without the ml part so um
- 00:22:51you know we're going to release a sample
- 00:22:53there and we working on like debugging
- 00:22:55and such tools to make that easier
- 00:22:58um then in the future a lot of work
- 00:23:01going on to deformer graph still right
- 00:23:03uh allowing like physics risk Rigs and
- 00:23:06then more quality of life stuff um um
- 00:23:11and then uh we also have a big effort on
- 00:23:13like retargeting to make um you know uh
- 00:23:16centralizing shared skeleton data and
- 00:23:19profile aling more more easy in that in
- 00:23:22that
- 00:23:24well so yeah on sequencer I think
- 00:23:27sequencer was was due to get some uh
- 00:23:29some quality of life uh uh improvements
- 00:23:32so you know we we we we've we see that
- 00:23:35as a kind of main cinematic editing tool
- 00:23:38that uh that that we want to have a more
- 00:23:40clean and friendly user interface for
- 00:23:42all users and we also see that as like
- 00:23:44the timeline tool for anything that
- 00:23:46needs a timeline in the editor so not
- 00:23:48just link to purely animation so uh in
- 00:23:52that realm we also have a thing that's
- 00:23:53called Dynamic signature that can react
- 00:23:55on your gameplay state or your place of
- 00:23:57actors and whatever ever and we want to
- 00:24:00um um you know expand that to support
- 00:24:03those Dynamic elements of the game to
- 00:24:06enhance interactive cinematic
- 00:24:07experiences there so um that's in
- 00:24:1155 uh then uh down the line what we want
- 00:24:15to do with sequencer is allow you to mix
- 00:24:18animations together so like take
- 00:24:19multiple animations tively apply them
- 00:24:22mask them put them together build build
- 00:24:24a new animation uh directly within
- 00:24:26sequencer and also um with the work on
- 00:24:29like the dynamic sequencer and and all
- 00:24:32that work you know our plan is to go
- 00:24:34into like a full uh branching cinematic
- 00:24:37dialogue system and support that out of
- 00:24:39the box so that will take some time but
- 00:24:41we're looking at like requirements right
- 00:24:43now we're talking to a bunch of uh
- 00:24:45lenses to get feedback because people
- 00:24:47have built these things themselves maybe
- 00:24:49in other engines so this is kind of the
- 00:24:51work that we want to keep doing on
- 00:24:53expanding sequencer
- 00:24:56functionality then uh animation altering
- 00:24:59a lot of work going on in you know
- 00:25:02supporting animation layers uh getting
- 00:25:04to like a focused animation editor mode
- 00:25:07I think you know we started that in like
- 00:25:09the 5.0 version of like well can we make
- 00:25:12a bit nicer UI and height the things
- 00:25:14that we don't need and I think you know
- 00:25:15animation is now one of these things
- 00:25:17yeah we just want to go into animation
- 00:25:18mode in the the editor kind of hide uh a
- 00:25:21lot of things um lot of quality of life
- 00:25:24there as well and uh we have a um you
- 00:25:27know physics control component coming uh
- 00:25:31that uh plugin coming that allows you to
- 00:25:33add like simple uh physically based
- 00:25:36controls to an animation blueprint and
- 00:25:40such so uh future uh yeah more more
- 00:25:44tools right we're using this internally
- 00:25:46heavily we get a lot of feedback from
- 00:25:48all these other different Industries as
- 00:25:49well so that's happening uh you know we
- 00:25:51want to go get to a more simplified
- 00:25:53timeline so both we making it more
- 00:25:55complex with Dynamic sequencer but also
- 00:25:58want make it simpler for like simple
- 00:25:59timelines and then uh you know down the
- 00:26:02line as well uh what we're working on
- 00:26:04like animating with physics so you know
- 00:26:06if you have a physics Sim running
- 00:26:08alongside animating you get a lot of
- 00:26:11benefits of like free overlap free
- 00:26:13secondary uh actions uh you know posing
- 00:26:16with collision and physics and such
- 00:26:18things so that's in the in the
- 00:26:23pipe so yeah uh motion matching uh you
- 00:26:26know probably one of the most uh most
- 00:26:28uh um requested but also uh uh uh uh uh
- 00:26:33you know popular things in in the
- 00:26:35previous release so we since released
- 00:26:37the sample which is great lots of
- 00:26:39Animation lots of uh things to for you
- 00:26:41to go into but also exciting we're
- 00:26:43actually updating the sample so the
- 00:26:45moment we have new features coming into
- 00:26:48uh the animation Suite uh we update the
- 00:26:50sample so we can show you uh all that
- 00:26:53stuff running in uh in with actual
- 00:26:55actual data next to it
- 00:26:59um in the future we uh we want to uh add
- 00:27:02a lot of uh you know uh new things so
- 00:27:05you know can we have like multiple actor
- 00:27:07support like
- 00:27:09interoperating um uh interacting
- 00:27:12together uh can we improve the tooling
- 00:27:14around like
- 00:27:15trajectories um and uh you know such
- 00:27:20things so yeah then uh General animation
- 00:27:23systems um you know um the gameplay
- 00:27:26animation camera system a way for you to
- 00:27:30allow um um uh camera State behaviors
- 00:27:34and transitions seamlessly so it's much
- 00:27:36nicer to inter interpolate between
- 00:27:38different cameras uh without um uh nasty
- 00:27:43hex uh you know choosers to allow you to
- 00:27:46um um allow the the game context to
- 00:27:49drive the animation selection so you can
- 00:27:51do like custom things per like character
- 00:27:53type or or or per damage state of the
- 00:27:56character or such things
- 00:27:58um a lot of work in all this stuff with
- 00:28:01uh improving the debugging tool set so
- 00:28:04uh you know this is hard right you don't
- 00:28:06know why it's playing an animation
- 00:28:08anymore so having better debugging
- 00:28:11rewind scrubbing controls that you can
- 00:28:13connect to your console even a remote
- 00:28:15Etc is really uh uh useful and you know
- 00:28:18being able to save the state of your
- 00:28:20animation uh system and kind of Replay
- 00:28:23that in in an external tool is also on
- 00:28:26the on the pad
- 00:28:28um also exciting that we now have
- 00:28:31mutable uh plugin going into uh beta
- 00:28:34with uh 55 you know um mutable generates
- 00:28:38Dynamic skeletal meshes materials
- 00:28:41textures you know allows you to make
- 00:28:43like really complex looking uh uh uh
- 00:28:47characters and uh you know we'll also
- 00:28:49get a official uh content sample so
- 00:28:52again this is very useful for anybody
- 00:28:55that does customizable characters in any
- 00:28:58and
- 00:28:58anyway in the future right we're really
- 00:29:01working on like enhancing all these
- 00:29:02things so
- 00:29:04yeah then um the next thing really for
- 00:29:08animation is uh you know very non non-
- 00:29:11creatively called anim next and uh
- 00:29:14that's our kind of long-term initiative
- 00:29:17to kind of integrate all the animation
- 00:29:20uh uh logic systems into a single thing
- 00:29:22and make the ANM graph logic much faster
- 00:29:25using our rig VM right we had to control
- 00:29:27rig VM that super fast versus a uh a the
- 00:29:32old kind of Animation blueprints thing
- 00:29:33that was really slow so now we're kind
- 00:29:35of integrating that to a single unified
- 00:29:37system so this will become our next
- 00:29:39Generation Um animation uh solution that
- 00:29:42will replace the animation blueprint and
- 00:29:44hopefully as well in our first
- 00:29:46benchmarks it starts to kind of show it
- 00:29:48hopefully also uh reduces or eliminates
- 00:29:52the need to uh navise animation
- 00:29:55blueprints into C++ so you can just ship
- 00:29:57the the things that you're creating uh
- 00:29:59in the editor without without a lot of
- 00:30:02manual work and then you know we want to
- 00:30:04extend that by uh with root motion
- 00:30:06support right if you don't have like uh
- 00:30:09you know if you more single player games
- 00:30:10and such things and state Tre support
- 00:30:13Etc so it's all running on the same uh
- 00:30:15backand system and M be much
- 00:30:19faster right developer
- 00:30:22iteration uh well the aims well we all
- 00:30:25know right uh you know the complexity
- 00:30:27only increases you know the the the the
- 00:30:30some of these worlds are getting
- 00:30:32multiple orders of magnitude uh uh
- 00:30:34faster you know I've been making games
- 00:30:37for like 30 years you know I think I
- 00:30:39iterated much faster 30 years ago than I
- 00:30:41than than we do now right we were
- 00:30:43waiting for days on end to see a single
- 00:30:45change propagate to to uh to all deaths
- 00:30:48it's terrible so uh we need to
- 00:30:50do this better right so a lot of effort
- 00:30:52is uh on this uh area to make this
- 00:30:56better and um
- 00:30:58um you know if you iterate more a faster
- 00:31:01you will reach higher quality as well
- 00:31:03not just because uh uh you can iterate
- 00:31:07but but but but yeah you you know you
- 00:31:09just just if you have 10 chances to do
- 00:31:11something to get to final instead of
- 00:31:13only two chances you know you you get to
- 00:31:15better quality uh we also have heard
- 00:31:18loudly that uh people are uh want to
- 00:31:21hear our Solutions right so we want to
- 00:31:24share more of our Solutions with you all
- 00:31:26and uh you know tools that we're
- 00:31:28internal pushing them external right
- 00:31:30better documentation and and all that so
- 00:31:33uh especially helping like small and
- 00:31:35beginning Studios with with setting this
- 00:31:37all
- 00:31:38up so uh first section of that we call
- 00:31:42like built and devops so uh we have
- 00:31:45unreal build accelerator now uh you know
- 00:31:47already kind of a fan favorite uh which
- 00:31:49is becoming production ready for C+ plus
- 00:31:52and uh also now supporting shaders on
- 00:31:55Windows machines so that's uh super
- 00:31:57super exciting um you know the CI and
- 00:32:01remote execution aspects of hord are
- 00:32:04becoming production ready with 55 so
- 00:32:07that's kind of part of the system right
- 00:32:08it all start to interoperate very well
- 00:32:11and then I think also really exciting is
- 00:32:13that we now have a thing that we call
- 00:32:15the UI Studio Telemetry and hord
- 00:32:18analytics so that's basically a way that
- 00:32:21all our tools kind of uh uh throw
- 00:32:25analytics that you can hook into your
- 00:32:27own kind of back can't but you can
- 00:32:30introspect um you know developer
- 00:32:32iteration problems across your entire
- 00:32:34team right uh you know things like um uh
- 00:32:37regression in like kpis like coup times
- 00:32:41or or asset sizes or or compilation
- 00:32:44times and all that kind of stuff so
- 00:32:45there's a lot of OT lot of work there
- 00:32:47but you can use that and extend it and
- 00:32:48put your own back end in that and all
- 00:32:50that so um really cool um future uh
- 00:32:56bunch of work in in flight still uba
- 00:32:58still has uh some improvements coming
- 00:33:01you know we were considering a built
- 00:33:03cach server that should greatly increase
- 00:33:06uh compilation speed again so that's
- 00:33:07cool uh horde gets busy idle support
- 00:33:11which allows you to run that more
- 00:33:13efficiently on a on a on a on a build
- 00:33:15farm so it can kind of uh um start
- 00:33:18processes uh you know more processes on
- 00:33:20the single single machine and uh we're
- 00:33:22working on like supporting your work
- 00:33:24from home and VPN relay type things to
- 00:33:28uh enable uh uba uh at home but also you
- 00:33:32know improve Network congestion when
- 00:33:34you're at home and and
- 00:33:36such then um you know uh we have the
- 00:33:41other area is editor and Target
- 00:33:42iteration and we have this whole Zen
- 00:33:44tools tool chain there and um you know a
- 00:33:47couple things are going through
- 00:33:48production ready so the first thing is
- 00:33:50like Zen loader which is uh really an
- 00:33:53optimized loading path uh that will
- 00:33:55increase performance in in all places
- 00:33:58where you're loading stuff from like
- 00:33:59starting the editor loading a map
- 00:34:01starting P but also accelerating the C
- 00:34:04processes by uh using this this faster
- 00:34:06load system um we also have shared DDC
- 00:34:11for Windows being coming production
- 00:34:13ready so uh you know the concept there
- 00:34:15is really that anything that anyone has
- 00:34:17built on the local network uh already
- 00:34:21you don't have to build yourself anymore
- 00:34:23right you can share it you can cash it
- 00:34:25and distribute it like
- 00:34:26that then um we have uh the Zen cooked
- 00:34:32output store which stores uh cooked
- 00:34:35Assets in Zen and directly fetches the
- 00:34:38cooked assets so you don't have to cook
- 00:34:39it locally anymore we have thing called
- 00:34:42Zen snapshots where you can make a
- 00:34:43snapshot of a build machine and kind of
- 00:34:46copy that to another build machine so
- 00:34:48continue uh the uh the um uh
- 00:34:53the the process and and it's much faster
- 00:34:56to kind of do that
- 00:34:58um um then we have uh Zen Target
- 00:35:02platform streaming which is exciting
- 00:35:04because you know the goal is we want to
- 00:35:06have better on target iteration times
- 00:35:09and for that we don't want to uh have
- 00:35:11you to C package copy the files over to
- 00:35:14your console Etc so we use uh Zen uh
- 00:35:19streaming to stream the content directly
- 00:35:22from uh the editor for your PC to your
- 00:35:24console and uh and and be much faster
- 00:35:26like that and it's kind of similar to to
- 00:35:28logal uh reads from the SSD so it's uh
- 00:35:32it's it's great for for development on
- 00:35:37target then uh future stuff um lot of
- 00:35:41work ongoing uh right uh we plan to
- 00:35:44introduce async loading into into the
- 00:35:47editor so that will optimize startup
- 00:35:49loading reducing hitching on on starting
- 00:35:52the editor starting pi and all that um
- 00:35:56we have our R&D well over the past
- 00:35:59couple years already but we have ongoing
- 00:36:01R&D into like um efficient and stable
- 00:36:05incremental cooking and uh we're aiming
- 00:36:07to make that default so uh that's going
- 00:36:11to be a huge Improvement in in cook
- 00:36:14through poot and performance and um yeah
- 00:36:17down you know the the last Point here is
- 00:36:19that we're really looking at like what's
- 00:36:22the kind of minimal data Transformations
- 00:36:24that we can do to uh convert content uh
- 00:36:28instead of just having to kind of
- 00:36:29naively go through every freaking uh
- 00:36:32piece of content and cook everything and
- 00:36:34Etc so we need better dependency we need
- 00:36:36that incremental cooking uh uh type
- 00:36:39stuff and uh yeah this is is kind of a
- 00:36:42long-term effort but really high on our
- 00:36:44on our agenda and we're modeling some of
- 00:36:46this stuff as well on like the learnings
- 00:36:48we see from ufn because you know
- 00:36:51obviously um you know that that that's
- 00:36:53maybe different but in the end if you
- 00:36:55think of that metaverse you want don't
- 00:36:56want to re C the metaverse if uh if if
- 00:36:59if you change a file format or whatever
- 00:37:01so you know you have to kind of consider
- 00:37:03much different concepts of like
- 00:37:05stability of files or or uh you know
- 00:37:09such
- 00:37:12things so uh platforms and mobile so um
- 00:37:16you know obviously big part of anal
- 00:37:18engine is that it's uh runs on
- 00:37:20everything that has GPU and uh we uh
- 00:37:24want to provide these tools that can run
- 00:37:26and make it scale to uh any platform
- 00:37:30that that's out there so um you know in
- 00:37:34that in this realm right we're working
- 00:37:36like I said on like platform iteration
- 00:37:37On Target platform iteration On Target
- 00:37:40uh profiling uh testing such things make
- 00:37:44that a lot easier and uh you know we
- 00:37:46can't really talk about many of the
- 00:37:48platforms because of the ndas you know
- 00:37:50we can talk about mobile I'm going to
- 00:37:51talk about mobile uh a bunch uh
- 00:37:54now so um you know
- 00:37:58bunch of improvements coming into into
- 00:38:00into Mobile um you know I'll go I'll go
- 00:38:03over some of them right we end up with a
- 00:38:05lot of slides so maybe maybe I'll just
- 00:38:06go go go fast um you know we want to um
- 00:38:10enable the desktop defert renderer on
- 00:38:13mobile and uh for like high-end mobile
- 00:38:16and also allow like mobile rate racing
- 00:38:18support on that on that renderer on on
- 00:38:21mobile which is nice uh you know General
- 00:38:24mobile uh improvements in like
- 00:38:28uh the the normal renderer maybe not the
- 00:38:30desktop deferred renderer or like screen
- 00:38:32space reflection um you know uh and and
- 00:38:36and other aspects of forward rendering
- 00:38:38like deals and different lights and
- 00:38:40point Light Shadows and and such things
- 00:38:43and uh we also have experimental Lumen
- 00:38:46running on uh uh mobile as well so
- 00:38:50that's uh nice you know down the line
- 00:38:53right we we'd like to uh see if it can
- 00:38:56run nanit on on mobile so you kind of uh
- 00:38:59unify kind of the content uh creation
- 00:39:01pipeline so the same content can run on
- 00:39:03all the platforms and maybe just with
- 00:39:05scalability you can you can tweak the
- 00:39:07the the the size and the and the
- 00:39:09complexity and all that but that's still
- 00:39:12like future R&D uh for us but you know
- 00:39:15considering our big efforts on mobile uh
- 00:39:18you know we we're putting horsepower
- 00:39:19behind it
- 00:39:22so so tools wise on mobile I think the
- 00:39:25interesting thing is that obviously have
- 00:39:27a lot lot less memory and uh all the the
- 00:39:30inefficiencies of an real engine become
- 00:39:32much more apparent uh running on a on a
- 00:39:36couple of gigabytes available uh memory
- 00:39:38mobile platform so uh we have extended
- 00:39:42kind of memory Insight support to be
- 00:39:44better analyzing where the memory is
- 00:39:46going right we've done a lot of memory
- 00:39:48savings as part of our uh mobile efforts
- 00:39:51to get fortnite back into the store
- 00:39:52because yeah we haven't been able to
- 00:39:54develop on iOS for for for for quite
- 00:39:56some time so we had to kind of recl Cl
- 00:39:59back a lot more memory after like two
- 00:40:00years of uh frantic fortnite development
- 00:40:04uh and that's now on the engine right so
- 00:40:06so so so that will help anybody on
- 00:40:08basically any platform as well um you
- 00:40:11know then down the line we want to um
- 00:40:15you know generally build much better
- 00:40:17tools to analyze asset costs per
- 00:40:21platform and also making some of these
- 00:40:23per platform properties more easy to
- 00:40:26find um um so that that's a big big big
- 00:40:31big big thing as well right and then you
- 00:40:33know the last aspect of that is that
- 00:40:34there are certain core uee systems like
- 00:40:38um f names uh asset cataloges
- 00:40:42localization data Etc that are just
- 00:40:45terribly huge so we need to kind of work
- 00:40:47on kind of decreasing that size and uh
- 00:40:50and and that's in Flight as well
- 00:40:54um then um on mobile
- 00:40:57um you know obviously if you want to run
- 00:40:59a device that should be possible but uh
- 00:41:01you know because you have so many
- 00:41:03devices it needs to be uh easier to kind
- 00:41:06of preview all these various devices
- 00:41:08directly from the editor so we have this
- 00:41:10thing that we call the the the the the
- 00:41:12mobile preview which is now getting uh
- 00:41:15production ready so you can see like the
- 00:41:17the the correct output of the renderer
- 00:41:20at the right resolution and uh and all
- 00:41:23that so you can tune your UI design and
- 00:41:26see that you know we have further
- 00:41:27improvements there and then um down the
- 00:41:31line uh sorry I'll get to that uh you
- 00:41:33know the other thing is like that on
- 00:41:34device iteration and there we're using
- 00:41:37some of that uh console enhancement by
- 00:41:39just streaming the the the content to
- 00:41:41the mobile device instead of again
- 00:41:43having to copy it over with like Arcane
- 00:41:45tools on like Android and such things so
- 00:41:50um
- 00:41:52yeah then on to simulation so uh
- 00:41:55simulation what we say is both uh chaos
- 00:41:59and both Niagara kind of combined right
- 00:42:01really right we want to enable Dynamic
- 00:42:03gameplay that reacts to the player
- 00:42:05reacts to the changing world uh you know
- 00:42:08uh can be photo realistic can generate
- 00:42:11photo realistic humans with like flesh
- 00:42:13and cloth and uh and secondary motion
- 00:42:16and all that every using starting to use
- 00:42:18more and more machine learning methods
- 00:42:20to uh optimize that uh the content
- 00:42:24creation but also the calculation of
- 00:42:26these uh of these uh
- 00:42:28simulations um so yeah a lot of work has
- 00:42:32been uh going into that um you know on
- 00:42:35chos specifically uh a lot of bullet
- 00:42:38points maybe go over a few um you know
- 00:42:41the ml flesh and full muscular Sims are
- 00:42:45now uh uh can now be created fully in
- 00:42:48engine so you don't need an external
- 00:42:49tool for it anymore so all this stuff
- 00:42:51that you see here can do completely in
- 00:42:53the engine and uh and and set up and
- 00:42:55again right this will re result in sub
- 00:42:59millisecond uh um uh runtime cost per
- 00:43:03character on like a console so it's
- 00:43:05super fast you get like crazy crazy
- 00:43:07detail and Fidelity out of that um we
- 00:43:11also are in introducing with 55 a
- 00:43:13modular vehicle system that allows you
- 00:43:16like like building blocks to create uh
- 00:43:18and customize vehicles uh easily you
- 00:43:21know it can support cars motorcycles
- 00:43:24planes helicopters and and all that so
- 00:43:26that's that's quite cool um last but not
- 00:43:31least on that thing is the Gen the chaos
- 00:43:34visual debugger that can now uh look at
- 00:43:37uh the state of your physics Sim see
- 00:43:39what's Sleeping what's actually uh uh
- 00:43:42being collided with and uh and all that
- 00:43:44so that got got a lot of um um
- 00:43:48improvements as well this time and then
- 00:43:51uh chaos Destruction has gotten a good
- 00:43:53pass on like uh performance and memory
- 00:43:56usage and uh editor uh usability and all
- 00:44:00that
- 00:44:01um then a new thing that we have uh we
- 00:44:06we call like the data flow editor and
- 00:44:08it's kind of an experimental feature in
- 00:44:1055 that allows you to make like a
- 00:44:14procedural
- 00:44:15non-destructive uh asset within with
- 00:44:18with like a note-based setup so um you
- 00:44:21know chaos cloth flash destruction use
- 00:44:24this new kind of data flow Paradigm
- 00:44:26under eat and uh hair will will get that
- 00:44:30down the line so it's a much easier way
- 00:44:32to edit edit those things and you know
- 00:44:34then you know generally right with with
- 00:44:36chaos we keep keep focusing on
- 00:44:39performance right and um you know many
- 00:44:43things in performance but especially
- 00:44:44stuff like well when you're streaming
- 00:44:46when you're adding things to the world
- 00:44:48make that faster right not make it hitch
- 00:44:50make it scale do like hundreds or
- 00:44:52thousands or or or more objects
- 00:44:55efficiently and uh and all that
- 00:44:59um then um in the future we have uh
- 00:45:03plans to uh um like fully automate and
- 00:45:07enable the muscle skeletal simulation
- 00:45:11inside the editor itself so again we see
- 00:45:13a lot of benefits of using ml trained uh
- 00:45:17systems to uh to create uh these complex
- 00:45:20uh things uh inside the editor uh
- 00:45:22completely without having to do all the
- 00:45:24manual work and uh
- 00:45:27you know the plan is to be able to apply
- 00:45:29that to any meta human right so uh that
- 00:45:31that you can get this fality on on any
- 00:45:33imported uh uh
- 00:45:37character then um going over to Niagara
- 00:45:42so um you know we have a bunch of things
- 00:45:44coming into production ready uh such as
- 00:45:46stateless and lightweight emitters that
- 00:45:49will uh take far less uh CPU and GPU and
- 00:45:53memory and also kind of our faster to
- 00:45:55develop with uh also run nicely on
- 00:45:58mobile right if you have constrained
- 00:45:59performance these things work better so
- 00:46:02we'll keep expanding uh that thing we
- 00:46:05have uh improved performance using uh
- 00:46:08simulation caches data channels and uh
- 00:46:11you know generally aiming to get much
- 00:46:13more of uh the game Trad but also reduce
- 00:46:16the render Trad in general so we have
- 00:46:19more time to do complex things uh next
- 00:46:22to running your game um you know in
- 00:46:26terms of improved iteration and uxx uh
- 00:46:29we now have an async uh compilation mode
- 00:46:32so you don't have to wait for it and it
- 00:46:34just runs in the background and Rec
- 00:46:35compiles all those Niagara shaders and
- 00:46:39and whatever uh and you know the
- 00:46:41stateless workflow helps there as well
- 00:46:43so that they'll be much faster to uh to
- 00:46:46use and then uh you know we also are
- 00:46:50looking at like improving the
- 00:46:52heterogenous uh volume image
- 00:46:55quality uh so of like indirect lighting
- 00:46:58with like self occlusion on like these
- 00:47:01these complex Sims and such and uh we
- 00:47:05also are introducing new um uh
- 00:47:09scalability controls to uh tune
- 00:47:11performance if you're on like a current
- 00:47:13gen high-end console and uh want to run
- 00:47:16these kind of complex things on on
- 00:47:18Console so yeah we need better uh
- 00:47:20control on performance
- 00:47:24there so yeah the future here is uh you
- 00:47:27know a lot of continued work on on
- 00:47:30workflows and uh and uh reducing the
- 00:47:33user fiction you know the the the system
- 00:47:35maybe became a bit uh too expert level
- 00:47:38uh so yeah there's there there's a bunch
- 00:47:40of work there uh but also supporting
- 00:47:42more of these kind of stateless particle
- 00:47:44systems Concepts and uh that again also
- 00:47:47help like mobile and and such things you
- 00:47:51know uh then finally on that slide is as
- 00:47:55well like you know we've find that it's
- 00:47:57really interesting to have bggg work
- 00:48:00together with Niagara and vice versa so
- 00:48:02you can have like these different Sims
- 00:48:04kind of affect each other and kind of
- 00:48:06inform each other and can read uh read
- 00:48:08back and forth so that's uh that's also
- 00:48:11in flight and um
- 00:48:16interesting so yeah framework so uh
- 00:48:19framework is basically all our gameplay
- 00:48:22systems right which we want to keep
- 00:48:23expanding you know to create these
- 00:48:25really complex and uh and uh and uh uh
- 00:48:29enlarge uh worlds right in in your games
- 00:48:33so we know we have two big aspects we
- 00:48:36want to improve the workflows and we
- 00:48:37want to you improve the performance you
- 00:48:39know workflows we have things like
- 00:48:41enhanced inut mover plugin
- 00:48:44modularization of the gamep playay
- 00:48:46ability System state three smart op all
- 00:48:49those kind of things and then on
- 00:48:50performance we looking at a lot of like
- 00:48:52things like Mass instant actors
- 00:48:55navigation on demand and uh Iris
- 00:48:58networking and
- 00:48:59such so yeah first thing is uh that
- 00:49:02we're going to talk about is State Tre
- 00:49:04so State Tre is getting a bunch of uh
- 00:49:06improvements in 55 um much more robust
- 00:49:10event support and support for tax and
- 00:49:13payload trucks in state Tre uh you know
- 00:49:17on the runtime uh part we are uh you
- 00:49:21know we want to run like um uh task in
- 00:49:25parallel and The Binding function
- 00:49:26parallel to automatically convert from
- 00:49:28like input formats uh we have a state
- 00:49:31three diff tool that allows you to like
- 00:49:35similar to a blueprint have two State
- 00:49:37Tre opened and quickly look through the
- 00:49:39changes and compare uh the changes
- 00:49:42between revisions so that's useful there
- 00:49:45and then um you know future improvements
- 00:49:49in state three
- 00:49:53uh includes allowing state to uh be
- 00:49:57event driven uh have better thck
- 00:49:59performance and reducing the overhead of
- 00:50:02these assets right they've grown out of
- 00:50:04control maybe um and uh you know um many
- 00:50:08more things like
- 00:50:10that so yeah the Mover plugin is um um
- 00:50:15coming in 55 uh you know the the it's
- 00:50:19really kind of integrating all this ue5
- 00:50:21runtime animation things into a single
- 00:50:23system and uh we keep developing this
- 00:50:26and making that character mover uh
- 00:50:28better uh so yeah this time it's is
- 00:50:31starting to support motion warping
- 00:50:33improve animation root motion support uh
- 00:50:36trajectory queries for uh motion
- 00:50:39matching and uh and and
- 00:50:43such um sorry then on uh Mass so um mass
- 00:50:50is uh you know our kind of lightweight
- 00:50:53kind of uh entity based kind of game
- 00:50:55system that we kind of introdu use for
- 00:50:56like the Matrix uh demo back in the back
- 00:50:59in the day and we we're seeing more and
- 00:51:02more use cases for that where we um um
- 00:51:06you know have uh a way to convert like
- 00:51:09lightweight entities to fully uh loaded
- 00:51:13actor and components and and and back
- 00:51:15and forth to kind of have like a a far
- 00:51:18away uh detail system and and or a far
- 00:51:21away Sim and a and and a close by uh
- 00:51:24detailed uh uh interaction system with
- 00:51:27with with characters so yeah one of
- 00:51:29these Concepts is what we call like
- 00:51:31smart objects which we think of that the
- 00:51:34the One-Stop shop for all interactions
- 00:51:36in the game so we've done that for NPCs
- 00:51:40but we're now using like uh we're
- 00:51:42working on like client s side uh
- 00:51:45predicted interaction for a player so
- 00:51:48you can also use it for multiplayer
- 00:51:49games right down the down the down the
- 00:51:51line um you know instance actors is that
- 00:51:55way to kind of replace actors by mass
- 00:51:57entities and convert them on the Fly uh
- 00:52:00and uh you know we can see a lot more
- 00:52:03performance that way in like densely
- 00:52:05populated open world uh um uh
- 00:52:08environments and we also want to do that
- 00:52:11for moving objects in the future so um
- 00:52:15yeah and then uh a bunch of work on like
- 00:52:18uh spawning performance here and uh
- 00:52:21updating and Ticking uh a huge amount of
- 00:52:24assets so that's all in uh in Mass um
- 00:52:29you know the other thing on mass is we
- 00:52:31want to ex ex expose more of the basic U
- 00:52:35uee systems to mass so uh uee or mass
- 00:52:39can uh can can can do uh you know
- 00:52:41navigation quering and uh and and and
- 00:52:44such directly from that instead of
- 00:52:46having to use a full actor for those
- 00:52:48kind of
- 00:52:50things then on networking so we have
- 00:52:54Iris that has been flying under the
- 00:52:55radar for quite some time uh you know
- 00:52:58our work has been to kind of run that in
- 00:53:00fortnite and see if we can actually make
- 00:53:01things much faster when we run uh
- 00:53:04instead of the rap graph we run uh Iris
- 00:53:06on on fortnite so now we have shipped it
- 00:53:09on fortnite v um and we continue to
- 00:53:12develop this so uh from a you know uh um
- 00:53:17you know the the comparing the the the
- 00:53:20the the the performance graphs we're
- 00:53:22seeing uh about 20% average frame time
- 00:53:26Improvement right now uh compared to rep
- 00:53:29graph with like much lower hitch
- 00:53:33counts um then in the future we plan to
- 00:53:36make net dri uh work better over
- 00:53:40multiple cores uh so get get that tick
- 00:53:43uh much down and then we want to make
- 00:53:45the overall push model much better to by
- 00:53:50uh uh by by tracking per property and
- 00:53:53maybe even be able to skipping
- 00:53:55replication state completely in uh in uh
- 00:53:58in in uh you know this this networking
- 00:54:01aspect um and then we have a new um tool
- 00:54:06built into and header tool where uh we
- 00:54:09want to extend the you property
- 00:54:11replication options which would then
- 00:54:13replace many of the net serialization
- 00:54:16options so that will be another kind of
- 00:54:19uh Improvement big Improvement for the
- 00:54:20for the speed of uh of of Iris and then
- 00:54:24lastly you want to have like uh replay
- 00:54:26boort in uh in Irish going forward so
- 00:54:30yeah um on to like navigation so uh we
- 00:54:34we're spending a lot of time on uh
- 00:54:36automatic nav link generation to do uh
- 00:54:39runtime and and uh and uh Dynamic nef
- 00:54:44nef Mass generation if your level is
- 00:54:46changing a lot and such things or if the
- 00:54:48level is too big and you can't store all
- 00:54:50the all the all the nef information on
- 00:54:53on your level and uh that will allow
- 00:54:56like procedure will to have much more
- 00:54:58organic and natural NPC navigation and
- 00:55:01not rely on all these hand-placed uh um
- 00:55:04aspects anymore you know going forward
- 00:55:07you want to better support the baked n
- 00:55:10mesh if you need that for your game into
- 00:55:12work petition right now that's kind of
- 00:55:14clunky and uh we want to have um further
- 00:55:17navlink improvements for for like long
- 00:55:20range n links or uh uh the dynamic
- 00:55:23generation of those NV links um um as
- 00:55:28well so yeah um last section is audio so
- 00:55:34um big Focus for us is now getting back
- 00:55:37on like core feature development with
- 00:55:39meta sounds uh we we're getting a lot of
- 00:55:41new audio widgets which is always fun
- 00:55:43because audio designers love their
- 00:55:45widgets so we have a lot of dials and
- 00:55:47Sliders and and cool things coming uh
- 00:55:50you know we have meta sound support for
- 00:55:53scalability at at scale right for form
- 00:55:56with LDS on on sounds and systems and
- 00:56:00and such and um then a lot of work is
- 00:56:03ongoing into um workflows and ux
- 00:56:07improvements uh uh in general for for
- 00:56:10for for um uh meta sounds and uh also
- 00:56:15having better uh debugging uh
- 00:56:18functionality with like analyzing tabs
- 00:56:20and a lot of polish on ux and a
- 00:56:22standalone mode where you can connect it
- 00:56:24to your mobile or your cons all and kind
- 00:56:26of see what what what sound is playing
- 00:56:28and where the performance is going and
- 00:56:30uh all that and with tail recording
- 00:56:33recording support as well so you can
- 00:56:35just record the last kind of bunch of
- 00:56:38seconds of your audio and kind of debug
- 00:56:40that like why why was that uh playing or
- 00:56:43sounding like that
- 00:56:45Etc then in the future the things that
- 00:56:48we're working on is uh audio property
- 00:56:50sheets uh unsurprisingly probably many
- 00:56:53of you have been asking for that um with
- 00:56:56which will you know basically get it
- 00:56:58closer to some of the other middleware
- 00:57:00and uh and you know have like cascading
- 00:57:02overridable properties on your sounds
- 00:57:05and and such and then uh we are using
- 00:57:08working on a you know dialogue system as
- 00:57:10well combined with like the the the the
- 00:57:12sequencer efforts on like a Dynam
- 00:57:15Dynamic uh cinematic uh dialogue system
- 00:57:19and we have a thing in Flight called
- 00:57:21underscore which is a procedural music
- 00:57:24plug-in that can have you like turny
- 00:57:27interactive music and and
- 00:57:30such so I got through
- 00:57:33it that's a
- 00:57:38lot um dates what you looking for so
- 00:57:42five5 is out now yay uh preview one uh
- 00:57:45release November so uh we're on track on
- 00:57:48that so that's exciting
- 00:57:51u56 will be late spring so jish
- 00:57:56uh so that's the date we're working on
- 00:57:58right now we are uh continually aiming
- 00:58:01for like two releases per
- 00:58:03year you know the end of the year
- 00:58:06release like this release uh next year
- 00:58:08is probably a similar time frame as well
- 00:58:11so uh that's basically our our Rhythm
- 00:58:13right now and uh yeah that's uh that's
- 00:58:16what we're working on so uh road map is
- 00:58:20here uh Future Part of road map has been
- 00:58:23updated all the five five features that
- 00:58:26I talked about are here as well with
- 00:58:28much more detail uh you know can leave
- 00:58:30comments as well demo read it so please
- 00:58:33take a look scan the code and all that
- 00:58:35I'll leave it up here and uh that's it
- 00:58:37thank you
- 00:58:39[Applause]
- Unreal Engine
- Rendering
- Animation
- World Creation
- Performance Optimization
- Mobile Support
- Procedural Generation
- Foliage
- Simulation
- Audio