{"id":9512,"date":"2022-04-01T02:30:54","date_gmt":"2022-03-31T23:30:54","guid":{"rendered":"https:\/\/arabgamedev.com\/?post_type=docs&#038;p=9512"},"modified":"2022-05-13T11:40:44","modified_gmt":"2022-05-13T08:40:44","password":"","slug":"unreal-engine-5-%d8%aa%d8%ba%d9%8a%d9%8a%d8%b1%d8%a7%d8%aa-%d8%ac%d8%af%d9%8a%d8%b1%d8%a9-%d8%a8%d8%a7%d9%84%d9%85%d9%84%d8%a7%d8%ad%d8%b8%d8%a9","status":"publish","type":"docs","link":"https:\/\/arabgamedev.com\/en\/docs\/unreal-engine-5-%d8%aa%d8%ba%d9%8a%d9%8a%d8%b1%d8%a7%d8%aa-%d8%ac%d8%af%d9%8a%d8%b1%d8%a9-%d8%a8%d8%a7%d9%84%d9%85%d9%84%d8%a7%d8%ad%d8%b8%d8%a9\/","title":{"rendered":"Noteworthy Changes in Unreal Engine 5"},"content":{"rendered":"<table class=\"alignright\" style=\"width: 100%; border-collapse: collapse; border-style: solid; border-color: #000000; background-color: #fffcad; height: 54px;\">\n<tbody>\n<tr style=\"height: 54px;\">\n<td style=\"direction: rtl; width: 100%; height: 54px;\">\n<div class=\"note\">\n<p><strong>Note:<\/strong><\/p>\n<div class=\"note\">\n<p>These updates are not required to run your\u00a0<strong>Unreal Engine 4<\/strong>\u00a0(UE4) project in\u00a0<strong>Unreal Engine 5 Early Access<\/strong>\u00a0(UE5EA), but may be required later or help use the engine's full capabilities. See the main\u00a0<a id=\"content_link\" href=\"https:\/\/arabgamedev.com\/en\/docs\/%d8%af%d9%84%d9%8a%d9%84-%d8%a7%d9%84%d9%87%d8%ac%d8%b1%d8%a9-%d9%86%d9%82%d9%84-%d8%a7%d9%84%d9%85%d9%84%d9%81%d8%a7%d8%aa-%d8%a7%d9%84%d9%89-unreal-engine-5\/\">Migration Guide<\/a>\u00a0for mandatory updates.<\/p>\n<\/div>\n<\/div>\n<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p style=\"direction: rtl; text-align: right;\">Learn how to prepare for future versions of <strong>Unreal Engine 5<\/strong>\u00a0(UE5) and make the most of new and updated features.<\/p>\n<h2 id=\"rendering\" style=\"direction: rtl; text-align: right;\">Rendering<\/h2>\n<p style=\"direction: rtl; text-align: right;\">Changed defaults may affect your project's appearance:<\/p>\n<ul style=\"text-align: right;\">\n<li class=\"Default\">\n<p style=\"direction: rtl;\"><strong>Screen Space Global Illumination:<\/strong>\u00a0The project setting for\u00a0<strong>Screen Space Global Illumination (Beta)<\/strong> and the console variable\u00a0\u00a0<code>r.SSGI.Enable<\/code> have been removed. To restore Screen Space Global Illumination as the project default, open <strong>Project Settings &gt; (Engine) Rendering &gt; Global Illumination<\/strong> <strong>Project Settings &gt; (Engine) Rendering &gt; Global Illumination properties<\/strong> and set <strong>Dynamic Global Illumination Method<\/strong>\u00a0to\u00a0<strong>Screen Space (Beta)<\/strong> . To enable it on a Post Process Volume, find\u00a0\u00a0<strong>Global Illumination<\/strong> in its properties, then set <strong>Method<\/strong>\u00a0\u00a0<strong>to\u00a0<\/strong><strong>Screen Space (Beta)<\/strong>\u00a0.<\/p>\n<\/li>\n<li class=\"Default\">\n<p style=\"direction: rtl;\"><strong>Ray Tracing and Lumen Hardware Ray Tracing:<\/strong>Standalone ray-tracing features are being deprecated in UE5 Early Access, but Lumen preserves the engine's ability to calculate these lighting effects. UE4's standalone features largely worked in isolation and did not guarantee consistent engine-feature support. Lumen adds new reflection and global-illumination implementations to hardware ray tracing. As UE5 develops, these will improve with broader support and greater feature parity.<\/p>\n<ul>\n<li class=\"Default\">\n<p style=\"direction: rtl;\">In Early Access, ray-traced reflections, global illumination, and shadows can be enabled independently. Find them in\u00a0<strong>Project Settings &gt; Rendering<\/strong>\u00a0 <strong>Project Settings &gt; Rendering<\/strong>\u00a0 and enable <strong>Support Hardware Ray Tracing<\/strong> <strong>Support Hardware Ray Tracing <\/strong>to use them.<\/p>\n<ul>\n<li class=\"Default\">\n<p style=\"direction: rtl;\">Under Global Illumination, choose your preferred\u00a0<strong>Dynamic Global Illumination Method<\/strong>\u00a0option.<\/p>\n<\/li>\n<li class=\"Default\">\n<p style=\"direction: rtl;\">Under Reflections, choose your preferred\u00a0<strong>Reflection Method<\/strong>\u00a0option.<\/p>\n<\/li>\n<li class=\"Default\">\n<p style=\"direction: rtl;\">Under Hardware Ray Tracing, enable\u00a0<strong>Ray Tracing Shadows<\/strong>\u00a0.<\/p>\n<\/li>\n<\/ul>\n<\/li>\n<li class=\"Default\">\n<p style=\"direction: rtl;\">A Post Process Volume can also select reflection and global-illumination methods.<\/p>\n<\/li>\n<\/ul>\n<\/li>\n<li class=\"Default\">\n<p style=\"direction: rtl;\"><strong>Generate Mesh Distance Fields: Lumen's\u00a0<\/strong><strong>software ray tracing<\/strong>\u00a0relies heavily on\u00a0<strong>signed distance fields<\/strong>\u00a0to represent meshes. The default\u00a0<strong>voxel density<\/strong>\u00a0for all\u00a0<strong>distance fields<\/strong>\u00a0increased from 0.1 to 0.2. This improves Lumen software-tracing quality but substantially increases distance-field memory use. Open\u00a0<strong>Project Settings&gt; (Engine) Rendering<\/strong>\u00a0to find\u00a0<strong>Generate Mesh Distance Fields and\u00a0<\/strong><strong>Distance Field Voxel Density<\/strong>\u00a0. Restarting the editor may be required for changes to take effect.<\/p>\n<\/li>\n<\/ul>\n<h3 id=\"removals\" style=\"direction: rtl; text-align: right;\">Removals<\/h3>\n<p style=\"direction: rtl; text-align: right;\"><strong>Nanite eliminates<\/strong>\u00a0most use cases for\u00a0<strong>hardware tessellation<\/strong>\u00a0. Hardware tessellation is removed from UE5EA. For unsupported cases, users may need higher-resolution assets.<\/p>\n<p style=\"direction: rtl; text-align: right;\"><strong>Lumen will<\/strong>\u00a0replace\u00a0<strong>Light Propagation Volumes<\/strong>\u00a0and\u00a0<strong>World<\/strong>\u00a0Distance Field Global Illumination (DFGI).<\/p>\n<ul style=\"text-align: right;\">\n<li class=\"Default\">\n<p style=\"direction: rtl;\">Compared with Light Propagation Volumes, <strong>Lumen<\/strong> offers more features and much higher quality and is actively developed, but has a higher baseline performance cost.<\/p>\n<\/li>\n<li class=\"Default\">\n<p style=\"direction: rtl;\">DFGI was experimental; use <strong>Lumen<\/strong> for dynamic global illumination instead.<\/p>\n<\/li>\n<li class=\"Default\">\n<p style=\"direction: rtl;\">Over time, reflections and global illumination in <strong>Lumen<\/strong> will replace most ray-tracing features with similar or higher quality.<\/p>\n<\/li>\n<\/ul>\n<p style=\"direction: rtl; text-align: right;\"><strong>The legacy Tonemapper<\/strong>\u00a0, deprecated in UE4, is absent from UE5EA. No developer action is required.<\/p>\n<h3 id=\"deprecations\" style=\"direction: rtl; text-align: right;\">Deprecations<\/h3>\n<ul style=\"text-align: right;\">\n<li class=\"Default\">\n<p style=\"direction: rtl;\">Deprecation is planned for\u00a0<strong>Cascade in UE5 5.0, with removal in a later release.\u00a0<\/strong>UE5EA developers should switch to\u00a0<strong>Niagara<\/strong>\u00a0. An automatic Cascade-to-Niagara converter is in development.<\/p>\n<\/li>\n<li class=\"Default\">\n<p style=\"direction: rtl;\">Some\u00a0<strong>Ray Tracing<\/strong>\u00a0features are moving from the standalone system into Lumen hardware ray tracing. Reflections and global illumination will be integrated directly into Lumen for a unified experience and broader engine-feature support. See Rendering above.<\/p>\n<\/li>\n<\/ul>\n<h2 id=\"worldbuilding\" style=\"direction: rtl; text-align: right;\">World Building<\/h2>\n<h3 id=\"deprecations_1\" style=\"direction: rtl; text-align: right;\">Deprecations<\/h3>\n<p style=\"direction: rtl; text-align: right;\"><strong>World Partition<\/strong>\u00a0is UE5EA's large-world streaming system. UE4's\u00a0<strong>World Composition<\/strong>\u00a0remains available but is deprecated, with no further upgrades, fixes, or support, and removal planned for a future UE5 version.<\/p>\n<p style=\"direction: rtl; text-align: right;\">To convert maps to World Partition, run\u00a0<code>WorldPartitionConvertCommandlet<\/code>in your project, providing one map name at a time. For example, convert\u00a0<code>TM_WorldComp_P<\/code>, located at\u00a0<code>\/Game\/Maps\/Tools\/Landscape\/TM_WorldComp_P<\/code>in the\u00a0<code>QAGame<\/code>project, by launching the editor with:<\/p>\n<pre class=\"prettyprint prettyprinted\" style=\"direction: rtl;\"><code><span class=\"typ\">QAGame<\/span> <span class=\"pun\">-<\/span><span class=\"pln\">run<\/span><span class=\"pun\">=<\/span><span class=\"typ\">WorldPartitionConvertCommandlet<\/span><span class=\"pln\"> TM_WorldComp_P <\/span><span class=\"pun\">-<\/span><span class=\"typ\">ConversionSuffix<\/span> <span class=\"pun\">-<\/span><span class=\"typ\">SCCProvider<\/span><span class=\"pun\">=<\/span><span class=\"kwd\">None<\/span><\/code><\/pre>\n<p style=\"direction: rtl; text-align: right;\">This converts\u00a0<code>TM_WorldComp_P<\/code>to World Partition. The\u00a0<code>-ConversionSuffix<\/code>option saves it as\u00a0<code>TM_WorldComp_P_WP<\/code>instead of overwriting the original. The\u00a0<code>-SCCProvider=None<\/code>option prevents source-control interaction. The process also creates\u00a0<code>TM_WorldComp_P.ini<\/code>with conversion settings for this and possible future conversions. It builds runtime grids from World Composition data and assigns Actors to appropriate grids.<\/p>\n<div class=\"note\" style=\"text-align: right;\">\n<p style=\"direction: rtl;\">C++ developers can inspect\u00a0<code>UWorldPartitionRuntimeSpatialHash::ImportFromWorldComposition<\/code>and\u00a0<code>UWorldPartitionRuntimeSpatialHash::GetActorRuntimeGrid<\/code>to examine or change grid creation and Actor assignment.<\/p>\n<\/div>\n<h2 id=\"tools\" style=\"direction: rtl; text-align: right;\">Tools<\/h2>\n<h3 id=\"removals_1\" style=\"direction: rtl; text-align: right;\">Removals<\/h3>\n<p style=\"direction: rtl; text-align: right;\">New geometry-editing tools will replace the\u00a0<strong>legacy Editable Mesh plugin<\/strong>\u00a0.<\/p>\n<p style=\"direction: rtl; text-align: right;\"><strong>Movie Render Queue will<\/strong>\u00a0replace\u00a0<strong>Movie Scene Capture<\/strong>\u00a0.<\/p>\n<p style=\"direction: rtl; text-align: right;\"><strong>VR Level Editing will be reduced<\/strong>\u00a0to VR Preview, while UE5EA retains Virtual Production Scouting.<\/p>\n<p style=\"direction: rtl; text-align: right;\"><strong>Take Recorder will<\/strong>\u00a0replace\u00a0<strong>Sequence Recorder<\/strong>\u00a0. Take Recorder includes all Sequence Recorder features.<\/p>\n<p style=\"direction: rtl; text-align: right;\">The\u00a0<strong>Camera Animation Sequences system will replace <\/strong><strong>Camera Anims<\/strong> <strong>Camera Anims<\/strong>.<\/p>\n<p style=\"direction: rtl; text-align: right;\">UE5EA also removes\u00a0<strong>editor feature packs<\/strong>\u00a0associated with removed plugins. Projects must not reference the removed content.<\/p>\n<h3><\/h3>\n<h3 id=\"deprecations_2\" style=\"direction: rtl; text-align: right;\">Deprecations<\/h3>\n<p style=\"direction: rtl; text-align: right;\"><strong>Sequencer will<\/strong>\u00a0replace\u00a0<strong>Matinee<\/strong> fully after UE5's full release. Matinee is deprecated but remains in UE4.<\/p>\n<h2><\/h2>\n<h2 id=\"audio\" style=\"direction: rtl; text-align: right;\">Audio<\/h2>\n<h3 id=\"removals_2\" style=\"direction: rtl; text-align: right;\">Removals<\/h3>\n<p style=\"direction: rtl; text-align: right;\"><strong>Unreal Audio Mixer will<\/strong>\u00a0replace\u00a0<strong>Legacy Audio<\/strong>\u00a0backends discontinued by UE5 5.0. No user action is required. UE5 defaults to Audio Mixer and modern backends compatible with existing audio features.<\/p>\n<h3 id=\"deprecations_3\" style=\"direction: rtl; text-align: right;\">Deprecations<\/h3>\n<p style=\"direction: rtl; text-align: right;\"><strong>Volumes for<\/strong>\u00a0Audio\u00a0<strong>, Class Mixes for<\/strong>\u00a0Audio, and Cues for\u00a0<strong>Audio<\/strong>\u00a0will be deprecated by UE5 5.0, with removal planned later.<\/p>\n<ul style=\"text-align: right;\">\n<li class=\"Default\">\n<p style=\"direction: rtl;\">Sound Cues will be replaced by\u00a0<strong>MetaSounds<\/strong>\u00a0, available in UE5 5.0.<\/p>\n<\/li>\n<li class=\"Default\">\n<p style=\"direction: rtl;\">Sound Class Mix will be replaced by\u00a0<strong>Modulation<\/strong>\u00a0and\u00a0<strong>Submix<\/strong>\u00a0, which are available now.<\/p>\n<\/li>\n<li class=\"Default\">\n<p style=\"direction: rtl;\">Audio Volumes will be replaced by a new system in development, planned for UE5 5.0.<\/p>\n<\/li>\n<\/ul>\n<p style=\"direction: rtl; text-align: right;\">Users are encouraged to adopt the new systems as soon as possible.<\/p>\n<h2><\/h2>\n<h2 id=\"gameplayframework\" style=\"direction: rtl; text-align: right;\">Gameplay Framework<\/h2>\n<h3 id=\"removals_3\" style=\"direction: rtl; text-align: right;\">Removals<\/h3>\n<p style=\"direction: rtl; text-align: right;\">The\u00a0<strong>Blueprint Nativization feature is absent from UE5EA.\u00a0<\/strong>Existing projects should function without changes, but performance may be affected. If it is, use other optimization approaches.<\/p>\n<h2 id=\"networking\" style=\"direction: rtl; text-align: right;\">Static Meshes<\/h2>\n<h3 id=\"deprecations_4\" style=\"direction: rtl; text-align: right;\">Deprecations<\/h3>\n<p style=\"direction: rtl; text-align: right;\">Deprecation is planned for\u00a0<strong>AES, RSA, and RSA encryption handlers from UE5 5.0, with removal planned later.\u00a0<\/strong>Only DTLS is used at this stage.<\/p>\n<ul style=\"text-align: right;\">\n<li class=\"Default\">\n<p style=\"direction: rtl;\">AES GCM remains after UE5 5.0 but will be removed later. Early Access projects need no changes for this.<\/p>\n<\/li>\n<\/ul>\n<h2 id=\"core\" style=\"direction: rtl; text-align: right;\">Core<\/h2>\n<h3 id=\"removals_4\" style=\"direction: rtl; text-align: right;\">Removals<\/h3>\n<p style=\"direction: rtl; text-align: right;\"><strong>Zen Loader<\/strong>\u00a0will replace the\u00a0<strong>Event-Driven Loader<\/strong>\u00a0. Most users do not interact with it directly, so migration requires no action.<\/p>\n<h3 id=\"deprecations_5\" style=\"direction: rtl; text-align: right;\">Deprecations<\/h3>\n<p style=\"direction: rtl; text-align: right;\"><strong>Unreal Insights tools will<\/strong>\u00a0replace\u00a0<strong>the Stats system<\/strong>\u00a0after UE5 5.0's full release. Stats remains in UE5 5.0 but will eventually be removed in favor of Unreal Insights.<\/p>","protected":false},"excerpt":{"rendered":"<p>\u0645\u0644\u0627\u062d\u0638\u0629: \u0647\u0630\u0647 \u0627\u0644\u062a\u062d\u062f\u064a\u062b\u0627\u062a \u063a\u064a\u0631 \u0645\u0637\u0644\u0648\u0628\u0629 \u0644\u062a\u0634\u063a\u064a\u0644 \u0645\u0634\u0631\u0648\u0639\u00a0Unreal Engine 4\u00a0(UE4) \u0627\u0644\u062e\u0627\u0635 \u0628\u0643 \u0641\u064a\u00a0Unreal Engine 5 Early Access\u00a0(UE5EA) \u060c \u0648\u0644\u0643\u0646 \u0642\u062f \u062a\u0643\u0648\u0646 \u0645\u0637\u0644\u0648\u0628\u0629 \u0641\u064a \u0627\u0644\u0625\u0635\u062f\u0627\u0631\u0627\u062a \u0627\u0644\u0645\u0633\u062a\u0642\u0628\u0644\u064a\u0629 \u060c \u0623\u0648 \u0642\u062f \u062a\u0633\u0627\u0639\u062f\u0643 \u0639\u0644\u0649 \u0627\u0644\u0627\u0633\u062a\u0641\u0627\u062f\u0629 \u0645\u0646 \u0625\u0645\u0643\u0627\u0646\u0627\u062a \u0627\u0644\u0645\u062d\u0631\u0643 \u0627\u0644\u0643\u0627\u0645\u0644\u0629.\u00a0\u0631\u0627\u062c\u0639\u00a0\u062f\u0644\u064a\u0644 \u0627\u0644\u062a\u0631\u062d\u064a\u0644\u00a0\u0627\u0644\u0631\u0626\u064a\u0633\u064a \u0644\u0644\u062a\u0639\u0631\u0641 \u0639\u0644\u0649 \u0627\u0644\u062a\u062d\u062f\u064a\u062b\u0627\u062a \u0627\u0644\u0625\u0644\u0632\u0627\u0645\u064a\u0629. \u0627\u0642\u0631\u0623 \u0647\u0630\u0647 \u0627\u0644\u0635\u0641\u062d\u0629 \u0644\u062a\u062a\u0639\u0644\u0645 \u0643\u064a\u0641\u064a\u0629 \u062a\u062c\u0647\u064a\u0632 \u0646\u0641\u0633\u0643 \u0644\u0644\u0625\u0635\u062f\u0627\u0631\u0627\u062a \u0627\u0644\u0645\u0633\u062a\u0642\u0628\u0644\u064a\u0629 \u0645\u0646 Unreal Engine 5\u00a0(UE5) \u060c \u0648\u0644\u0644\u062d\u0635\u0648\u0644 \u0639\u0644\u0649&#8230;<\/p>","protected":false},"author":78572461,"featured_media":9718,"comment_status":"open","ping_status":"closed","template":"","meta":{"_bbp_topic_count":0,"_bbp_reply_count":0,"_bbp_total_topic_count":0,"_bbp_total_reply_count":0,"_bbp_voice_count":0,"_bbp_anonymous_reply_count":0,"_bbp_forum_subforum_count":0,"pmpro_default_level":"","_eb_attr":"","advanced_seo_description":"","jetpack_seo_html_title":"","jetpack_seo_noindex":false,"jetpack_seo_schema_type":"","footnotes":"","_members_access_role":[],"_members_access_error":""},"doc_category":[150653],"doc_tag":[],"knowledge_base":[150923],"class_list":["post-9512","docs","type-docs","status-publish","has-post-thumbnail","hentry","doc_category-unreal-engine-5-doc","knowledge_base-ue5","pmpro-has-access"],"year_month":"2026-10","word_count":236,"total_views":"1783","reactions":{"happy":"0","normal":"0","sad":"0"},"author_info":{"name":"Rami Alhaj Hussein","author_nicename":"ramthh","author_url":"https:\/\/arabgamedev.com\/en\/b\/author\/ramthh\/"},"doc_category_info":[{"term_name":"Unreal Engine 5 \u0627\u0644\u0625\u0635\u062f\u0627\u0631 \u0627\u0644\u0645\u0628\u0643\u0631","term_url":"https:\/\/arabgamedev.com\/en\/category-docs\/unreal-engine-5-doc\/"}],"doc_tag_info":[],"jetpack_likes_enabled":true,"jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/arabgamedev.com\/en\/wp-json\/wp\/v2\/docs\/9512","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/arabgamedev.com\/en\/wp-json\/wp\/v2\/docs"}],"about":[{"href":"https:\/\/arabgamedev.com\/en\/wp-json\/wp\/v2\/types\/docs"}],"author":[{"embeddable":true,"href":"https:\/\/arabgamedev.com\/en\/wp-json\/wp\/v2\/users\/78572461"}],"replies":[{"embeddable":true,"href":"https:\/\/arabgamedev.com\/en\/wp-json\/wp\/v2\/comments?post=9512"}],"version-history":[{"count":5,"href":"https:\/\/arabgamedev.com\/en\/wp-json\/wp\/v2\/docs\/9512\/revisions"}],"predecessor-version":[{"id":9518,"href":"https:\/\/arabgamedev.com\/en\/wp-json\/wp\/v2\/docs\/9512\/revisions\/9518"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/arabgamedev.com\/en\/wp-json\/wp\/v2\/media\/9718"}],"wp:attachment":[{"href":"https:\/\/arabgamedev.com\/en\/wp-json\/wp\/v2\/media?parent=9512"}],"wp:term":[{"taxonomy":"doc_category","embeddable":true,"href":"https:\/\/arabgamedev.com\/en\/wp-json\/wp\/v2\/doc_category?post=9512"},{"taxonomy":"doc_tag","embeddable":true,"href":"https:\/\/arabgamedev.com\/en\/wp-json\/wp\/v2\/doc_tag?post=9512"},{"taxonomy":"knowledge_base","embeddable":true,"href":"https:\/\/arabgamedev.com\/en\/wp-json\/wp\/v2\/knowledge_base?post=9512"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}