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Unreal Engine 5.4 is now available with many improvements

winjer

Member


Animation
Character rigging and animation authoring

This release sees substantial updates to Unreal Engine's built-in animation toolset, enabling you to quickly, easily, and enjoyably rig characters and author animation directly in engine, without the frustrating and time-consuming need to round trip to external applications. With an Experimental new Modular Control Rig feature, you can build animation rigs from understandable modular parts instead of complex granular graphs, while Automatic Retargeting makes it easier to get great results when reusing bipedal character animations. There are also extensions to the Skeletal Editor and a suite of new deformer functions to make the Deformer Graph more accessible.

On the animation authoring front, we've focused on making our tools both more intuitive and more robust, as well as streamlining workflows. This includes Experimental new Gizmos; reorganized Anim Details; upgrades and improvements to the Constraints system; and a new Layered Control Rigs feature that drastically simplifies adding animation on top of anim clips.

Meanwhile, Sequencer—Unreal Engine's nonlinear animation editor—gets a significant makeover, with better readability and improved usability in several aspects of the Sequencer Tree. Among other new features in this release, we've also added Keyframe Scriptability, which opens up further potential for the creation of custom animation tools.

Animation gameplay
Motion Matching, previously introduced as an Experimental feature, is now Production-Ready: in fact, it's been battle-tested in Fortnite Battle Royale and shipped on all platforms from mobile to console, running on all 100 characters plus NPCs.

Motion Matching is an expandable next-gen framework for animation features. Instead of using complex logic to select and transition animation clips at runtime, it relies on searching a relatively large database of captured animation using the current motion information of the character in game as the key.

In this release, we've focused on making this animator-friendly toolset robust, performant, and memory-scalable, as well as adding a suite of debugging tools that give developers visibility to its inner workings.

Also on the gameplay front, we've added Choosers, a much-requested tool that enables you to use game context to drive animation selection. The system can both use variables to inform selections and set variables based on those selections to inform back to gameplay logic.

Rendering
Nanite

Nanite—UE5's virtualized micropolygon geometry system—continues to receive enhancements, starting with an Experimental new Tessellation feature that enables fine details such as cracks and bumps to be added at render time, without altering the original mesh.

Moreover, the addition of software variable rate shading (VRS) via Nanite compute materials brings substantial performance gains. There's also support for spline mesh workflows—great for creating roads on landscapes, for example. In addition, a new option to disable UV interpolation enables vertex animated textures to be used for World Position Offset animation; effectively, this means that the AnimToTexture plugin now works with Nanite geometry.

Temporal Super Resolution
In this release, Temporal Super Resolution (TSR) has received stability and performance enhancements to ensure a predictable output regardless of the target platform; this includes reduced ghosting thanks to new history resurrection heuristics and the ability to flag materials that use pixel animation.

In addition, we've added new visualization modes that make it easier to fine-tune and debug TSR's behavior, together with a number of new options in the Scalability settings to control it with respect to target performance.

Rendering performance
With many developers targeting 60 Hz experiences, 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, as well as adding GPU instance culling to hardware ray tracing, which also now benefits from additional primitive types and an optimized Path Tracer. Further optimizations have been made to shader compilation, resulting in a notable improvement in project cook times.

Movie Render Graph
For those creating linear content, Unreal Engine 5.4 introduces a major update to Movie Render Queue as an Experimental feature. Dubbed Movie Render Graph (MRG), the new node-based architecture enables users to set up graphs to render a single shot, or design them to scale out across complex multi-shot workflows for large teams of artists. Graphs are pipeline-friendly, with Python hooks for studios to build tools and automations.

MRG includes Render Layers, a long-requested feature that offers the ability to easily generate high-quality elements for post compositing—such as separating foreground and background elements—with support for both the Path Tracer and the Deferred Renderer.

AI and machine learning
Neural Network Engine

In Unreal Engine 5.4, the Neural Network Engine (NNE) moves from Experimental to Beta status. With support for both in-editor and runtime applications, NNE enables developers to load and efficiently run their pre-trained neural network models.

Example use cases include tooling, animation, rendering, and physics, each with different needs in terms of platform and model support. NNE addresses these disparate needs by providing a common API, enabling easy swapping of backends as required. We've also provided extensibility hooks to enable third-party developers to implement the NNE interface in a plugin.

Developer iteration
Cloud and local Derived Data Cache

New in this release, Unreal Cloud DDC is a self-hosted cloud storage system for Unreal Engine Derived Data Cache (DDC). Designed for distributed users and teams, it enables them to efficiently share Unreal Engine cached data across public network connections.
 

violence

Gold Member
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Filben

Member
Sounds all good but I'm more interested in if they get rid of these annoying stutters. I don't care about some raw performance gains as long as games are still not fluid in motion and break under microstutter.
 

SJRB

Gold Member
Sounds all good but I'm more interested in if they get rid of these annoying stutters. I don't care about some raw performance gains as long as games are still not fluid in motion and break under microstutter.

Is that an inherent engine problem or an game dev optimization skill issue?
 

Black_Stride

do not tempt fate do not contrain Wonder Woman's thighs do not do not
I had been waiting for Tesselation since UE5.0, it finally came back in 5.3 but Epic werent sleeping.
They went a step further and added even more.
Nanite Tesselation for Skeletal Meshes.



cDRH2MC.gif



jxtZ9lQ.gif





Tesselation is like my favorite cheat code since Normal Maps......if your render engine is good at tesselation, you bet your bottom dollar imma be messing around with it.
UE having "almost" abandoned the technique had em going through some serious existential crisis as I was debating if I would have to go back to doing things without Tessellation.

Im am very lazy.
 
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Dorfdad

Gold Member
Sounds all good but I'm more interested in if they get rid of these annoying stutters. I don't care about some raw performance gains as long as games are still not fluid in motion and break under microstutter.
Pretty sure that’s a direct x 12 thing.
 

Filben

Member
Is that an inherent engine problem or an game dev optimization skill issue?
I'm not sure but it tends to be more frequent with UE games. I think both issues kind of co-exist and when both meet, like a game with UE and a dev not knowing his shit for optimization, it gets really bad.

As someone else said, it also could be a DX12 thing. Which is hard to differentiate, though, since most modern UE games seem to be DX12.
 

IDKFA

I am Become Bilbo Baggins
I really hope the rumoured FO3 and ESIV remakes will be using UE5.

I'm pretty certain they well.
 

CamHostage

Member

Nice stuff as always visually... but I really wish these UE showcases showcased gameplay, or at least tech work of physics or motion. Student modeling projects on an unlimited asset budget with nothing moving but effects work doesn't do it for me anymore; this stuff tends not to translate to game usage, and it doesn't impress enough with what the Marketplace and scanning tools can do these days.

I'd be way more impressed by a cool demo pushing Chaos Physics like it was first presented (Chaos came it with a lot drawbacks compared to other physics systems, but there should be some good work with it by now knowing it's strengths and weaknesses, yet there's not a lot on YT showing great demo work.) An innovative use of Niagara in VFX or flocking would also be a great demo.

I'd like to see Epic give more kudos to those who use Unreal for more than just pretty graphics flythroughs.
 
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CamHostage

Member
... that above being said, I really like what Sans Strings and Ryan Corneil are doing with UE, even if it's not necessarily for games. I've seen a couple realtime puppet demos, and it makes me crave so bad a game with felt/yarn graphics. Could look really cool in motion.



(This is a demo for a tv show this team is making. It's not a game, but Corneil did at one point pitch this kind of 'puppet tech' as a game graphic style a while back).
 
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CamHostage

Member
We need Pro consoles or else we'll never get to see these features put to good use on console

Eh, no, most of the UE5.4 features (and the minor version updates before) have more been focused on actually making all this cool shit UE can do doable on an affordable machine and with less developer frustration. These features mostly aren't 'future-gen' tech, per se, it's just been a long road getting to use them.

Yes, the level of wow-factor in UE demos has not much translated to actual games, and there's reasons for that, but it has less to do with raw horsepower and more to do with time and functionality and capacity with still-experimental tech innovations.
 
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I was skeptical of the Unreal 5 Engine at first but after playing Hellblade 2, it is a big step up over what we have had before. However, as a game, it makes Uncharted look open world, which is why it runs as well as it does. I don't even believe the PS5 Pro will be able to run a a game like Hellblade 2 at 4k/40fps. I think we will be waiting for the PS6 until we will actually see all the features especially on the scale equivalent to something like the Ghost of Tshushima.
 

Data Ghost

Member
I was skeptical of the Unreal 5 Engine at first but after playing Hellblade 2, it is a big step up over what we have had before. However, as a game, it makes Uncharted look open world, which is why it runs as well as it does. I don't even believe the PS5 Pro will be able to run a a game like Hellblade 2 at 4k/40fps. I think we will be waiting for the PS6 until we will actually see all the features especially on the scale equivalent to something like the Ghost of Tshushima.
Agreed. I started playing it on my 4090 and then loaded up my game save on Xbox Series X to compare. The first thing I noticed were how 'muddy' the textures and definition looked by comparison.

I will still be Multiplatform everything (owned nearly every console ever so I'm not going to stop now) but my core gaming has been on PC since I got it at the start of the year. Most new games I whack up to ultra everything in 4K and off I go.
 
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