Hey, everyone, Unreal Engine 5.4 is here check out
some of the highlights!
First up, UE 5.4 has powerful new tools
for setting up and animating characters directly in the editor.
With Modular Control Rig, you can build animation rigs
from understandable parts instead of complex granular graphs.
Here, you can see us setting up a leg in just a few steps.
Automatic Retargeting makes it faster and easier
to get great results when reusing bipedal character
animation of known skeletal types.
The Skeletal Editor is now more performant
and offers more functionality.
There's also a suite of new functions that make
the Deformer Graph more accessible.
For animation authoring, we've focused
on making our tools more intuitive and robust while streamlining
workflows.
Case in point, animation-friendly Gizmos
means you can quickly and easily pose characters
using just the middle mouse button
And finally, Sequencer gets a significant makeover,
with better readability and improved usability,
including a new Layered Control Rigs feature.
Motion Matching is now more robust, performant, and memory-scalable.
Now Production-Ready, this toolkit is used to select and transition
animation clips at runtime by searching
a database of captured animation, using the current motion
information of the character in the game as the key.
There's also a new suite of debugging tools
that give visibility to its inner workings.
We've invested significant effort into improving rendering performance
in UE 5.4; this includes refactoring the systems
to enable a greater degree of parallelization,
adding GPU instance culling to hardware ray tracing,
optimizing shader compilation, and more.
Nanite continues to receive enhancements,
starting with a new Tessellation feature that
enables fine details such as cracks and bumps to be added at render time
without altering the original mesh.
Plus, the addition of software variable rate
shading via Nanite compute materials brings substantial performance gains.
Temporal Super Resolution has also received stability and performance
enhancements to ensure a predictable output
regardless of the target platform.
And finally, Movie Render Graph, a major update to Movie Render Queue,
enables you to set up Render Layers through a node-based architecture.
Next up, UE 5.4 introduces a new Motion Design
mode that's been developed in conjunction with leading
broadcasters.
It's equipped with specialized tools for authoring complex 2D motion
graphics, including 3D shapes, cloners, effectors, modifiers,
animators, and more.
In this release, the Virtual Camera tool
is now supported on Android as well as iOS.
VCam workflows are also now fully supported in Unreal Engine on macOS.
On the VR Scouting front, we're introducing a new, fully customizable
toolkit that utilizes XR Creative Framework to support OpenXR HMDs,
such as Oculus and Valve Index.
For ICVFX, we've added Depth of Field Compensation for nDisplay.
Using the real-world camera's position and lens parameters,
it renders a corrected Depth of Field in Unreal Engine on the LED wall
to compensate for the additional blurring introduced
by the physical lens.
Along with other depth of field enhancements,
this dramatically improves the realism and plausibility
of LED wall shots.
New in this release is Unreal Cloud DDC, a self-hosted cloud storage
system for the Unreal Engine Derived Data Cache.
Designed for distributed users and teams,
it enables you to efficiently share Unreal Engine cached data
across public network connections.
Our local DDC also now uses a new server architecture,
offering improved data conditioning performance; faster editor load
times and PIE workflows; and other benefits.
These are just some of the highlights of Unreal Engine 5.4.
You can find out more about all the new features
and download the release on unrealengine.com, Enjoy!
Find out more at
unrealengine.com/whats-new