Future Features in Unreal Engine: 5.5 and Beyond | Unreal Fest 2024

00:58:46
https://www.youtube.com/watch?v=P8FnmProZHQ

Ringkasan

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.

Takeaways

  • 🎮 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
  • âš™ 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

Garis waktu

  • 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.

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Peta Pikiran

Video Tanya Jawab

  • 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.

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