Unreal Engine 5 New Features & First Impressions
- World Partion System
- Data Layers
- Meta Sounds
- Enhanced Editor UI & Workflow
- New Customizable UI
Early Access Video
Nanite is a virtualized micropolygon geometry system that enables you to create games with massive amounts of geometric detail, eliminating time-consuming and tedious work such as baking details to normal maps or manually authoring LODs.
This feature allows you to import any complex 3D model without worrying about its polycount. That is a game-changer feature that I thought it is never going to happen. I even quarreled with a friend that this feature was not possible.
With Lumen, you no longer have to author lightmap UVs, wait for lightmaps to bake, or place reflection captures; you can simply create and edit lights inside the Unreal Editor and see the same final lighting as when the game is run on console.
This feature allows you to see the final lighting in runtime.
World Partion System
Automatically divides the world into a grid and streams the necessary cells when required. Then, there’s a new One File Per Actor system that makes collaboration easier—you and your team members can now work simultaneously on the same region of the same World without treading on each other’s toes.
This is a new smart version control system. It also helps to handle millions of details in real-time.
Data Layers let you create different variations of the same World—such as daytime and nighttime versions, or specific datasets that are enabled through gameplay—as layers that exist in the same space.
This is basically a prefab variant system like in Unity.
Artist-friendly tools like Control Rig enable you to quickly create rigs and share them across multiple characters; pose them in Sequencer, and use the new Pose Browser to save and apply the poses as assets; and use the new Full-Body IK solver to easily create natural movement. Meanwhile, Motion Warping enables you to dynamically adjust a character’s root motion to align to different targets—for example, vaulting over walls of different heights—with a single animation.
I haven’t try it yet.
MetaSounds is a high-performance system that offers complete control over audio DSP graph generation of sound sources, letting you manage all aspects of audio rendering to drive next-generation procedural audio experiences.
I haven’t try it yet.