We make the engine. You make it Unreal.

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Earlier this week, AEC Tech Hub and Epic's white paper on how UE in large data projects was released📈
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Find out how Unreal engine helps teams navigate large amounts of data and communicate between departments in large-data use cases: epic.gm/aec-data-to-decision…
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A Distant Cape is a fully playable Open World environment built in UE 5.8 by Digital Artist and Unreal Engine Authorized Instructor Thaddaeus Andreades. Inspired by a trip to Cape Cod, the project uses photogrammetry from the location's sand and other textures🌊 "To keep performance smooth and frame rates high, most of the dense ground cover and plants are generated at runtime based on player proximity, while the remaining meshes are baked into highly optimized instanced static meshes. I actually built myself a tool to make this process easier." - Thaddaeus Andreades You can check out the tool Thaddaeus' mentioned creating, here: azielarts.com/qs-egf01
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Navigating large amounts of data and communicating those large sets of data between departments can be tricky, but Unreal Engine helps handle large, complex infrastructure projects📈 Check out this white paper from AEC Tech Hub, in partnership with Epic, that examines 3 AEC projects and outlines how UE is assisting with understanding, communication and decision making in these large data projects: epic.gm/aec-data-to-decision…
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Take some time at Fishermans Rest, a Nordic Fishing Cabin environment from Prop and Environment Artist Giora Nohl. Made to capture the serene sense of isolation, aspects of the environment are scanned in using RealityScan alongside assets made by Giora themselves. "I really enjoy not being bound to someone else’s concept art when working on personal projects. Ideating and blocking out directly in Unreal allowed me to shape the environment without starting from a sketch. Often, a cube, a camera, and some lighting are enough to explore an idea and get a feel for what you want to create." - Giora Nohl The environment is also available on Fab: fab.com/listings/e56e7e02-01…
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Our next Epic Games Education Office Hours is heading your way this Thursday, and this time we'll be covering MegaLights in UE 5.8💡 Join Education Advisor Luis Cataldi on September 24 at 1PM ET as we explore a live demo delving into direct lighting paths, dynamic lighting and more: epic.gm/edu-office-hours-meg…
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We’re happy to share that Savi’s Tale has received an Epic MegaGrant! 🐾 Thank you to everyone for your support. We’ll keep working hard to make Savi’s journey a warm, memorable experience that stays with you even after it ends. #EpicMegaGrants #UnrealEngine #UE5
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Unreal Engine 5 features such as World Partition and the Gameplay Ability System helped @TTGames fulfill their vision for an open world Gotham City in ‘LEGO Batman: Legacy of the Dark Knight’ 🦇 Grapnel over to the Unreal Engine blog for our feature on the game: epic.gm/dev-interviews-lego-…
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Hear from Character Artist Brad Shortt on why @Halo Studios brought MetaHuman into their character pipeline for 'Halo: Campaign Evolved,' and how it shaped character work across the game, from background marines to the Prophet of Harmony. Learn more in 🧵
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“Compared with our traditional scan-to-character pipeline, MetaHuman allowed us to establish a facial rig much faster. This gave us more time to refine and iterate on each character’s face without repeatedly reworking the rig.”
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“We see strong potential for MetaHuman to support our future character work - we are already collaborating with Epic to further elevate character quality, performance, and efficiency across our pipeline.” Get started with MetaHuman: metahuman.com/
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Get into the #ScreenshotSaturday spirit and give us a glimpse into the project you're developing Share updates, inspiration and whatever you're feeling good about in your projects! 📷: Marcus Johnston
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Tarsus is an environment created for Virtual Production by Level Designer and Environment Artist Bibhab Raj Joshi. Based on a real-life landscape in Türkiye, the environment is 1:1 in scale. The arch, crafted by 3D Artist Seongmin Shin, is made to look as it may have in its prime and lighting is provided by 3D Lighting Artist Zhifan Wang. "The new voxel-based nanite foliage is significantly more optimized. There are 150k instances of trees in the scene, and it is running at 35-45 fps at 1440p on a laptop with a 4080" - Bibhab Raj Joshi
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Yesterday, we hosted our latest automotive webinar on getting started with the Unreal Engine 5.8 HMI template🖥️ You can now check out the VoD from the talk, covering everything from Instrument Cluster to exploring the Widget Library and beyond! Watch now: piped.video/fyjkR6YDjvM?si=142X…
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Building a mobile project in UE? Explore how in-engine profiling tools like Unreal Insights complement platform-native tools for iOS and Android, as well as when to use each type. Dive into mobile profiling in this tech thread based on @paulgeorgesepic’s recent Unreal Fest Chicago talk 🧵 You can check out the full session here: piped.video/watch?v=ufPtQEtk…
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When a phone runs hot, the OS can shut off performance cores and pin the GPU to the minimum frequency. Your profiling data could no longer match what players experience. That means it’s important to pay attention to different thermal states to ensure accurate player experience.
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Check out the UE 5.8 documentation to learn more about profiling mobile projects: ⚫Android: dev.epicgames.com/documentat… ⚫iOS: dev.epicgames.com/documentat…
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