Unreal Engine 5 Early Access Release Notes | ArabGameDev

Unreal Engine 5 Early Access Release Notes

Documentation for getting started with the new version of Unreal Engine

Unreal Engine 5 Early Access Release Notes

Unreal Engine 5 is the next major evolution of Unreal Engine, redesigned and improved for the next generation of games, real-time visualizations, and creative interactive experiences. It will enable game developers and creators across industries to deliver next-generation, real-time 3D content and experiences with greater freedom, creativity, and flexibility than ever before.

  • A leap in fidelity — UE5 enables remarkable new levels of realism and detail through features such as virtualized geometry with Nanite , real-time global illumination with Lumen, and MetaSounds — an entirely new approach to creating precise audio. You will be able to deliver incredibly realistic game experiences.

  • Build larger worlds — With current-generation technology, open-world games and simulation projects quickly reach hardware limits on terrain size, restricting project growth and requiring increasingly complex development work to stay within memory and performance budgets. To address these challenges, UE5 introduces built-in workflows for partitioning and streaming large levels, while making it easier for multiple people to collaborate in the same virtual world. UE5 gives you tools to create vast worlds for players to explore, with content that scales.

  • Built by developers, for developers — With the size and complexity of next-generation assets and projects, improving efficiency and reducing iteration time is essential for every role on a project team — artists, programmers, build engineers, and more. UE5 introduces a refreshed, refocused user interface, integrates more asset design and authoring workflows into the editor to reduce reliance on external applications, and provides new tools for working more smoothly with targets such as consoles and mobile devices.

A new editor look and feel #

In UE5, Unreal Editor has an updated visual style, streamlined workflows, and improved use of screen space, making it easier, faster, and more pleasant for game developers to use.

  • Unreal Engine 5 offers a more immersive experience, reducing distractions so you can focus on the viewport. For example, the “ Content Drawer ”  “Content Drawer” provides a new way to temporarily open the “ Content Browser ”  ” Content Browser” when you need it by pressing Ctrl + Space . When you finish interacting with it, it automatically minimizes until the next time you call it up.

  • We have redesigned menus and toolbars to improve grouping and emphasize the things you use most often. You can also mark settings in the Details Details panel as favorites, moving them to the top.

  • You now have more options for customizing the editor to suit your preferences and workflow. For example, you can create color themes and dock tabs at the side of the viewport so you can open them for quick actions.

For more information about all changes to the Unreal Editor interface, see the documentation on Editor Improvements.

Rendering #

Lumen dynamic global illumination and reflections #

Lumen is a fully dynamic global illumination and reflection solution that immediately responds to changes in scenes and lighting, giving artists and designers the ability to create more dynamic, realistic scenes. Change the sun angle for the time of day, switch on a powerful flashlight, open an exterior door, or even blow off a roof, and indirect lighting and reflections adapt accordingly. The system renders diffuse interreflection with infinite bounces and indirect specular reflections in vast, detailed environments, at scales ranging from kilometers to millimeters.

Artists and designers are no longer tied to static scenes with precomputed lighting baked into textures. This saves substantial time: you can see the results of changes directly in the editor without rebuilding lighting or preparing lightmap UVs for individual static meshes.

Lumen uses efficient software ray tracing, allowing global illumination and reflections to run on a wide range of graphics cards, with support for hardware ray tracing for higher-quality visuals.

Note: In UE5 Early Access, Lumen is still being developed for next-generation consoles and high-end PCs. Some features may have limited support, such as instanced foliage, or no support at all, such as reflections on translucent materials.

For more information, see the documentation on Lumen Global Illumination and Reflections .

Nanite virtualized geometry #

Create games with immense amounts of geometric detail using Nanite, a virtualized micropolygon geometry system. Import film-quality artwork consisting of millions of polygons — from ZBrush sculpts to photogrammetry scans — and instance it millions of times, while maintaining real-time frame rates with no noticeable loss of fidelity.

Nanite intelligently streams and processes only the detail you can perceive, largely removes polygon-count and draw-call constraints, and eliminates time-consuming work such as baking details into normal maps and manually authoring LODs, freeing you to focus on creativity.

Note: In UE5 Early Access, Nanite does not yet work with every engine feature or material type. It also has specific GPU requirements beyond the basic requirements for UE5.

For more information, see the documentation on Nanite Virtualized Geometry .

Virtual Shadow Maps (next-generation shadows) #

Virtual Shadow Maps provide next-generation shadowing with the consistent, high quality needed for film-quality assets and large open worlds that use Nanite, Lumen, and World Partition.

Traditional shadowing techniques have often constrained artists and designers working on medium and large worlds, forcing unsatisfactory choices about where to sacrifice quality for performance. They also typically require developers to combine several approaches, such as cascaded shadow maps and distance-field shadows for dynamic shadowing in a large world.

In contrast, the virtual shadowing technology introduced in UE5 provides one unified shadowing method that automatically applies quality where it is needed most. Shadows can now have consistent quality for small and large objects over greater distances, with more realistic penumbras and contact hardening, at a lower performance cost.

تصفية النسبة المئوية الأقرب (PCF) تمويه بشكل موحد ، إزالة التفاصيل الهامة
Percentage-Closer Filtering (PCF) blurs uniformly, removing important detail
ينتج عن نظام Shadow Map Raytracing (SMRT) نتائج معقولة ظلال ناعمة مع تصلب الاتصال
Shadow Map Ray Tracing (SMRT) produces plausible soft shadows with contact hardening

In Unreal Engine 5 Early Access, Virtual Shadow Maps are still under active development. They support a wide range of material and geometry types. Where a geometry or material type is unsupported, however, UE5 falls back to traditional shadow mapping. Nanite geometry supports only Virtual Shadow Maps, and further quality and performance improvements are expected.

For more information, see the documentation on Virtual Shadow Maps.

Temporal Super Resolution #

Nanite micropolygon geometry and the fidelity demands of next-generation games have increased the amount of on-screen detail to unprecedented levels. To meet these demands, we have written a Temporal Super Resolution algorithm from scratch to replace UE4's TemporalAA on high-end platforms.

Temporal Super Resolution has the following characteristics:

  • Output approaches native 4K quality from an input resolution as low as 1080p, enabling higher frame rates and better rendering performance.

  • Reduced ghosting against high-frequency backgrounds.

  • Reduced flickering on highly complex geometry.

  • Works on any hardware capable of Shader Model 5: D3D11, D3D12, Vulkan, PS5, and XSX. Meta support is coming soon.

  • Shaders are specifically optimized for the GPU architectures of PS5 and XSX.

In Unreal Engine 5 Early Access, Temporal Super Resolution is enabled by default in Project Settings.

4K frames rendered at native 4K resolution, frames per second: 20.57

4K frames rendered at 1080p resolution, frames per second: 44.22.22

By default, the displayed geometric detail adapts to the rendering resolution, producing the difference shown in the comparison above. However, geometric detail can optionally be adjusted to use the same geometry as native 4K rendering for output much closer to native 4K.

World-building features #

World Partition #

World Partition is a new data management and streaming system used in both the editor and at runtime. It eliminates the need to manually divide the world into countless sublevels to manage streaming and reduce data contention.

With World Partition, the world exists as one persistent level. In the editor, the world is divided into a grid and data is partially loaded according to your area of interest. This makes it possible to work with huge worlds that would take a long time to load. During cooking or Play In Editor, the world is divided into grid cells optimized for runtime streaming, which become individual streaming levels.

You can toggle World Partition in Project Settings, or select Enable World Partition in the World Partition section of the menu. A commandlet is provided to convert level-based or World Composition-based scenes to World Partition.

Note: Although level streaming remains supported, we plan to make World Partition the default way to create worlds in the future.

For more information, see the documentation on World Partition.

World Partition — Data Layers #

World Partition Data Layers provide a way to load world data conditionally by activating and deactivating layers at runtime. You can use them to handle different scenarios in your game, such as different day and night settings or world changes after completing quests. You can control Data Layers from the Data Layers tab in the editor or from the Details panels of Actors.

For more information, see the documentation on Data Layers.

World Partition — Hierarchical Level of Detail (HLOD) #

The new Hierarchical Level of Detail (HLOD) system works with World Partition to create a proxy mesh from Actors in a grid cell, giving you a way to display the contents of unloaded cells at runtime. These proxy meshes are generated from the Actors' original geometry but simplified to reduce memory use and draw calls.

For example, the following images show two streaming sources represented by white spheres. All cells intersected by these spheres are fully loaded, including some larger Actors that extend into nearby cells. Cells outside these radii are not fully loaded; their contents are replaced with automatically generated HLODs, as shown in the image on the left.

 
HLODs off HLODs on

When a streaming source moves out of range of a loaded cell, that cell's contents are automatically replaced by its HLOD representation.

For more information, see the documentation on Hierarchical Level of Detail .

Level Instancing #

Level Instancing provides a modular approach to populating environments.

You can create and store arrangements of Actors in reusable sublevels. You can move, rotate, and scale these sublevels using a dedicated Actor, and edit them seamlessly in context without switching between files. A world can contain any number of instances of a particular sublevel, making this ideal for environmental asset assemblies reused throughout your project.

For more information, see the documentation on Level Instancing.

One File Per Actor #

The new One File Per Actor system makes editing a large world more accessible. The Level Editor saves individual Actors in their own files rather than grouping them in one monolithic level file. Users therefore only need to check out the Actors they need from source control, instead of the entire level.

For more information, see the documentation on “One File Per Actor “.

Animation features #

Animation and cinematic authoring #

Create incredibly detailed characters in dynamic real-time environments with Unreal Engine 5's powerful animation toolset. By working in context, you can iterate faster and more accurately without wasting time on round trips.

Artist-friendly tools such as Control Rig let you quickly create animation rigs and share them across multiple characters. Animate them in Sequencer and create natural motion easily with the new Full Body IK solver. Combine runtime animation systems with Control Rig to create truly dynamic performances.

Animation tools in Sequencer #

It is now easier to pose and animate characters in Sequencer, our linear cinematic animation tool. By bringing commonly used animation tools into Unreal Engine 5, you can spend more time animating and less time moving between software packages.

Use the new Pose Library to quickly save, mirror, and blend poses in any Control Rig setup. The Pose Library can also create selection sets for reusing frequent selections on your rig. Find this tool and other utilities, such as Tween and Snapper, on the Animation Panel toolbar in the Level Editor.

[gif-player id=”8901″]

Full Body IK #

The experimental Full Body IK (FBIK) plugin has been updated with a new underlying solver, delivering significantly improved performance, faster evaluation, and easier posing. Combined with Control Rig, FBIK gives you tools to create interactive, dynamic characters driven by gameplay or authored in your desired sequence.

[gif-player id=”8923″]

For more information, see the documentation on FBIK .

#

Control Rig #

In Unreal Engine 4, we introduced the experimental Control Rig feature, bringing animation authoring directly into the engine. In Unreal Engine 5, Control Rig moves beyond experimental status to become a powerful, fully supported tool for the community. Fast and flexible, Control Rig can be used in both runtime and keyframe workflows. To extend its capabilities further, you can create functions and collapse nodes in rig graphs, enabling reusable logic, smaller graphs, and greater extensibility.

For more information, see the documentation on Control Rig .

Animation tool scripting #

With Unreal Engine 5, we wanted to make the animation system more accessible than ever. The first stage of this process introduces animation tool scripting and refactors our animation system to integrate Python and Blueprint scripting. Read and write bone and curve data directly in animation sequences using the ToolMenus API , which has now been extended to animation-related editors.

The example below shows a Python-based extension to the Animation Editor as a toolbar button. This button copies world-space bone animation between source and target bones with a frame offset, predicting the bone's future pose.

[gif-player id=”8947″ width=”1000″]

Runtime and gameplay animation #

New and improved Blendspace nodes #

We have introduced new Blendspace nodes with various improvements. Instead of creating Blendspace or Aim Offset assets, these new nodes now contain the Blendspace graph, which you can access by double-clicking the Blendspace node.

The new Blendspace nodes and their samples are also visible in the AnimGraph tree. Samples are no longer simple animation sequences; they now have their own subgraphs, allowing extensive customization.

[gif-player id=”8955″]

Motion Warping #

Motion Warping is a new experimental feature that lets you manipulate root-motion animations to adapt to the world with fewer custom assets. Motion Warping represents the first of the Gameplay Animation team's exciting improvements to character motion.

In the example below, you can see it adjust the montage to align with obstacles of different heights and lengths.

[gif-player id=”8974″]

To use Motion Warping, you must enable its plugin. Once enabled, access the feature by adding a MotionWarping component to your Actor Blueprint and then referencing that component in the Blueprint's Event Graph.

For more information, see the documentation on Motion Warping .

Audio features #

With UE5, we are introducing an entirely new way to create audio. MetaSounds is a high-performance system that gives you complete control over generating an audio DSP graph for sound sources, allowing you to manage every aspect of audio rendering to drive next-generation procedural audio experiences.

Read more about Audio in Unreal Engine 5 .

MetaSounds #

Like fully programmable materials and rendering pipelines such as the Material Editor, the new system lets you manage every aspect of audio rendering to drive next-generation procedural audio experiences.

MetaSounds provides sample-accurate control and audio modulation using audio parameters and audio events from game data and Blueprints.

MetaSounds also brings significant performance improvements over Sound Cues and provides a fully extensible API that third-party plugins can use.

For more information, see the documentation on MetaSounds .

Audio Modulation #

Audio Modulation makes parameter control and modulation available through a general-purpose parameter bus. Now, anything can be a modulation source and anything can be a destination. With the Audio Modulation parameter bus, sound designers can define their own parameter groups and control them as they choose.

Quartz #

Quartz is a feature set that brings sample-accurate timing of audio events to Blueprints. Quartz handles the complexity of scheduling audio to play at specific times and is designed to support custom interactive and procedural music systems. It also sends precise timing events to Blueprints to support gameplay logic and visuals synchronized with audio.

Audio analysis #

Audio analysis is a set of technologies offering offline and real-time audio analysis. These tools work with Niagara and Blueprint scripting and will provide integration in the Unreal Engine 5 editor for creating UX and debugging analyzers, as well as runtime audio analysis to drive gameplay and graphics.

Physics features #

Chaos Physics #

Chaos Physics is a lightweight physics simulation solution available in Unreal Engine 5, designed from the ground up to meet the needs of next-generation games.

 

The system includes the following key features:

  • Rigid-body dynamics
  • Rigid-body animation nodes and cloth physics.
  • Destruction
  • Ragdoll physics
  • Vehicles
  • Physics Fields
  • Fluid simulation
  • Hair simulation

Chaos brings significant performance improvements and major new features, such as asynchronous physics simulation and networking, a robust destruction system, and Physics Fields.

Rigid-body dynamics #

Chaos Physics provides feature parity with the legacy physics system for rigid-body dynamics. This includes collision responses, physics constraints, damping, and friction.

It also adds several features, including experimental asynchronous physics ticking .

Rigid-body animation nodes #

Chaos Physics comes with the new Rigid Body Animation Node (RBAN) simulation system, which provides feature parity with the system in UE4, along with further workflow improvements and increased performance and stability.

Chaos Cloth provides more accurate simulations by removing hard limits on collision primitives per cloth mesh, beyond the previous limit of 32 primitives. This lets users choose the best balance of quality and performance.

Developers gain greater control over simulation results through an accessible interface for cloth properties. Cloth Backstop Radius is now more intuitive, letting users author the mesh's backstop more easily to prevent clipping between the cloth mesh and mesh collision.

Chaos Cloth parameters are now exposed to Blueprints for unprecedented control over cloth simulation at runtime. Users can adjust simulation parameters according to gameplay conditions for specific use cases.

Chaos Destruction #

The Chaos Destruction system is a set of tools for achieving cinematic-quality destruction in real time. In addition to impressive visuals, the system is optimized for performance and gives artists and designers greater control over content creation and fracturing through an intuitive nonlinear workflow and a new asset type called Geometry Collections.

Chaos Destruction brings major physics simulation improvements and several new features, such as damage thresholds  Damage Thresholds per cluster and Connection Graphs to customize how a structure collapses when damaged.

Chaos Destruction also comes with a new caching system that allows smooth playback of complex destruction at runtime with minimal performance impact.

Chaos Destruction integrates easily with other Unreal Engine systems, such as Niagara and Audio Mixer, which can read Chaos Destruction break and collision events to generate particles or play specific sounds during simulation.

Chaos Vehicles #

Chaos Vehicles are part of Unreal Engine 5's new vehicle physics system.

Chaos Vehicles supports any number of wheels, from two-wheel motorcycles to vehicles with six, eight, or even more wheels. The system also supports any number of forward and reverse gear configurations.

You can configure Chaos Vehicles with any number of aerodynamic surfaces that provide downforce or lift at specific locations on the chassis. These surfaces can simulate car spoilers or even aircraft wings.

You can add arcade-style forces for more direct control over the vehicle chassis. Common examples include applying direct torque to keep a motorcycle upright or directly controlling a helicopter's pitch or roll.

Chaos Vehicles also supports the new Chaos Async Physics mode, which enables predictable physics simulation that can be replicated over the network.

Physics Fields #

Using the Physics Field system, you can directly affect the Chaos Physics simulation at runtime in a defined region of space. You can configure these fields to affect physics simulation in various ways, such as applying forces to rigid bodies, breaking Geometry Collection clusters, and anchoring or disabling fractured rigid bodies.

 

The Physics Field system can communicate with Niagara systems through the Physics Field Data Interface to notify Niagara about breaking, collision, and trailing events in the physics simulation. You can also have the system affect materials using built-in functions to sample the field at a specific location.

For more information, see the documentation on Physics Fields.

Asynchronous physics simulation #

in Unreal Engine 5 , users can now enable Tick Async Physics throughout the engine. When enabled, this new feature runs physics simulation on its own separate physics thread instead of the game thread.

The main benefit of running physics on its own thread is that simulation runs at a fixed time interval, improving determinism and producing predictable results.

You can use this feature to tune simulations so they always behave predictably. This behavior also forms the basis for networked physics, allowing the server and its clients to tick physics at the same rate and making it easier to synchronize results.

Asynchronous physics disabled

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Asynchronous physics enabled

[gif-player id=”9133″width=”1000″]

For more information, see the Async Physics Tick overview .

Gameplay framework features #

Game Features and Modular Gameplay #

The Game Features and Modular Gameplay plugins create a system for developing fully encapsulated, independent features.

 

Developing in this way offers several key benefits, including:

  • New team members become productive sooner because independent features can be developed without learning the inner workings of the rest of the project.

  • Fewer bugs and more readable code. Self-contained code is inherently easier to unit-test and naturally avoids unexpected or unnoticed dependencies on other code.

  • Easily share features across teams or projects. Building each feature separately from the project that uses it naturally encourages abstraction and robustness, avoiding dependencies on project-specific code or data types. Developers working this way do not need to spend time extracting a feature's core functionality from project-specific implementation details when moving it to another project.

  • Projects with multiple teams working on different features at the same time are better protected against unexpected interactions between systems because of this system's independent structure. This is particularly effective in larger or more distributed development environments.

  • Live products, including those using a games-as-a-service model, can easily rotate features such as new game modes, items, characters, or UI features in and out, or quickly and safely remove a feature if it causes problems.

With Game Features and Modular Gameplay, you can develop classes, data, content, and even debugging or cheat code that your project can easily access. The system includes project-side support for deciding which features to add and how to add them, allowing encapsulated feature components to apply only to the Actors or Actor types you specify. The result is cleaner code that is better isolated from bugs and unexpected interactions with other systems, and easier to test, maintain, and reuse.

For more information, see the documentation on “ Game Features” and “Modular Gameplay “.

Data Registries #

The new Data Registry plugin provides an efficient, extensible storage system for global USTRUCT-based data, including standard Data Table rows and curve data. Data Registries support synchronous and asynchronous data access and let users configure caching behavior for each data source. You can configure a registry to load or create data from a variety of sources using a combination of directory searches and manual registration.

Data Registries resemble Composite Data Tables but can store curve data as well as standard table rows, and use an indirection layer instead of manually combining multiple tables. Like the Asset Registry, Data Registries give developers a central location for loading, caching, and accessing important global data. They are fully usable in both C++ and Blueprint Visual Scripting.

For more information, see the documentation on Data Registries.

Enhanced Input system #

Enhanced Input is a more powerful and flexible input system based on the concept of Actions instead of raw inputs. You can use it to handle everything from simple binary input, such as key or button presses, to complex three-dimensional vector input devices. The system provides Modifiers and Triggers that let developers use built-in filters, such as radial dead zones, or conditions, such as requiring a short hold before an input registers . These features are fully extensible, so developers can also write their own Modifiers and Triggers in Blueprint Visual Scripting or C++.

Enhanced Input also implements chorded Actions , which can take user-defined player states and other input Actions into account when activating situational commands. Developers can use Input Mapping Contexts to apply or remove Actions on individual user inputs, create state-based or context-sensitive behaviors, and remap button inputs at any time. Enhanced Input uses Blueprint assets in the editor, so designers can adjust any aspect of a project's controls without recompiling source code.

For more information, see the documentation on Enhanced Input.

 

Performance and platform management features #

Memory analysis tools for Unreal Insights #

Unreal Engine 5 offers improved memory tracing and profiling support through the Memory Insights module of Unreal Insights . This external tool helps developers understand how their applications use memory, identify allocation and deallocation patterns to improve performance, and find and resolve memory leaks.

The tool runs alongside the engine or editor, either locally or on a remote server. Developers can view live sessions in real time or stream to disk, allowing sessions to be reviewed and analyzed later or shared with teammates. Memory usage data can be correlated with CPU timing events and time-based data from other parts of Unreal Insights.

Memory Insights gives developers powerful tools to query tracked memory allocation information. They can:

  • View a snapshot of all allocated memory at any point during a session.

  • Compare snapshots of all allocated memory at two different times.

  • View the call stack for each memory allocation.

  • Identify long-lived and short-lived or temporary memory allocations.

  • Find memory leaks.

After querying information, Memory Insights can filter, sort, and group it by one or more of the following data fields:

  • When each allocation occurred, and when or whether its memory was freed.

  • The size of allocated memory blocks.

  • The category, called an LLM tag, associated with the allocation.

  • The function call stack leading to the allocation.

Memory Insights can also graph changes in memory allocation data over time. This helps developers identify usage patterns, such as periods of high or low memory use, memory leaks, and frequent or infrequent allocation and free events. Memory Insights displays changes in several statistics over time as graphs:

  • Total allocated memory over the lifetime of the session.

  • The total number of active memory allocations over the lifetime of the session.

  • The frequency of memory allocation and free events during the session.

For more information, see the documentation on Memory Insights .

 

Unreal Turnkey #

Unreal Turnkey is a new system for simplifying platform support, including SDK installation and device flashing.

To use Turnkey, your organization must host SDK files in an accessible location. Turnkey supports Perforce, Google Drive, or local file paths for hosting SDK files. Users can then download and install the necessary SDKs for your chosen platforms through a simple one-click process accessed from the Platforms menu in Unreal Editor. Select Install SDK from the submenu for the platform you want to support, and Turnkey will automatically perform the necessary setup.

Alternatively, you can access advanced options and fetch SDKs through the command-line interface. In your command prompt, navigate to the engine installation directory and use the command RunUAT.batTurnkey. The command line provides a numbered list of options. Type the number for the desired option and press Enter to run it. You can also supply arguments to run these operations automatically when starting the .batfile.

Use 7 (Help) for additional information about options for installing and managing SDKs. The help guides also contain information about setup for particular platforms.

Note: In the Early Access release, Turnkey supports desktop and console platforms and has experimental Android support. iOS still requires manual setup because of provisioning, but we plan to improve Turnkey support for iOS in the future.

For more information, see Platform Management with Unreal Turnkey .

 

iOS toolchain improvements #

We have improved the reliability of the iOS remote build process on Macs and added a cross-platform library to improve the reliability of interactions with iOS devices over USB.

Mobile rendering improvements #

We have made several improvements to both efficiency and fidelity on mobile devices.

  • The mobile renderer now uses the Render Dependency Graph.

  • Distance Field Ambient Occlusion and Global Distance Fields are now available in the mobile renderer.

  • DirectX Shader Compiler (DXC) is now the default shader compiler for Android Vulkan in UE5. We have also added DXC support for OpenGL ES.

Mobile deferred renderer #

UE5 Early Access improves the performance and stability of the mobile deferred rendering mode introduced in 4.26. Image-based lighting, deferred decals, IES profiles, and other lighting features now match the desktop renderer in quality. The deferred renderer now uses significantly fewer shader permutations.

Redesigned VR Template #

We built the new VR Template using the OpenXR framework, the cross-industry standard for VR development. The template is designed as a starting point for all your VR projects. It includes encapsulated logic for teleportation and common input actions, such as grabbing objects and attaching them to your hand.

Left.

 
[gif-player id=”9268″ width=”500″] [gif-player id=”9266″ width=”500″]

When

VR platforms currently supported by the VR Template include:

  • Oculus Quest 1 and 2

  • Oculus Quest with Oculus Link

  • Oculus Rift S

  • Valve Index

  • HTC Vive

  • Windows Mixed Reality

Unreal Engine's OpenXR plugin supports extension plugins, so you can add OpenXR functionality that is not currently included in the engine.

We strongly recommend creating your VR project with the VR Template in UE5 because its project settings and plugins are already configured for the best VR experience. If you create a VR project in UE5 Early Access, disable Lumen by setting Project Settings > Rendering > Global Illumination to None . Lumen is enabled by default in UE5 and is not currently supported on XR platforms.

Apple Silicon support #

Apple Silicon support has been improved as follows:

  • The prepackaged UnrealEditor and UnrealGame application bundles are built and run as Intel (x86_64) binaries. This means Blueprint projects run using Rosetta 2 by default.

  • Support is also available for packaging binaries for Native Apple Silicon and Intel-only and Universal 2 .

The Steam SDK and Vivox libraries do not contain an ARM64 slice. Projects using these features are limited to targeting the Intel architecture.

New: Platform SDK upgrades #

With every release, we update Unreal Engine to support the latest SDK releases from platform partners.

  • Windows

    • Recommended:

      • Visual Studio 2019 v16.4.1

    • Minimum:

      • Visual Studio 2019 v16.4.1

    • Windows SDK 10.0.18362.0

    • NET 4.6.2 Targeting Pack

  • IDE versions used by the build farm

    • Visual Studio — Visual Studio 2019 v16.4.3 toolchain (14.24.28315) and Windows 10 SDK (10.0.18362.0)

    • Xcode — Xcode 12.4.2 update

  • Android

    • Android Studio 4.0.2

    • Android NDK r21a – r23a

  • ARCore

    • 1.18

  • ARKit

    • 4.0

  • Linux “SDK” (cross-toolchain)

    • Version 17, based on clang-10.0.1 (CentOS 7)

  • Oculus

    • 1.44

    • API Level 23

  • OpenXR

    • 1.0

  • Google Stadia

    • 1.53

  • Lumin

    • 0.23

  • Steam

    • 1.47

  • SteamVR

    • 1.5.17

  • Switch

    • SDK 10.4.0 + optional NEX 4.6.4

    • Minimum firmware version: 10.0.2-1.0

    • Supported IDE: Visual Studio 2019

  • PS4

    • Orbis SDK 8.008.011.001

    • System software 8.008.041

    • Supported IDE: Visual Studio 2019

  • PS5

    • Prospero SDK 2.00.00.09

    • System software 2.20.00.07

    • Supported IDE: Visual Studio 2019

  • GDK (Xbox One, Xbox Series X, and Windows)

    • Windows SDK 10.0.19041.0

    • April 2021 GDK

    • March 2021 QFE1 recovery 10.0.19041.6737

    • Supported IDE: Visual Studio 2019

  • macOS

    • Recommended

      • Latest macOS, latest Xcode 12

    • Minimum

      • macOS Catalina 10.15.7, latest Xcode 12

    • Machine architecture note

      • Initial native Apple Silicon support has been added for macOS targets

      • Some SDKs do not yet contain ARM64 slices, such as Steam and Vivox.

  • iOS / tvOS

    • Recommended

      • Latest Xcode 12

    • Minimum

      • Xcode 11.3.1

    • Target SDK version 13.00 – 14.XX

Note:You can now use Turnkey to see the latest information for any engine. Run the following command line:

RunUAT Turnkey -command=VerifySDK -platform=All

For more information, see the documentation on Turnkey 

Translated source: https://docs.unrealengine.com/5.0/en-US/ReleaseNotes/

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Updated on May 13, 2022

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