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Train Tracks is an artwork created by 3D Artist @kevringriffin to help with their learning of Unreal Engine 5. The project uses Megascans with supplemental modelling in UE for the tunnel. "The modeling tools in UE5 are highly underrated. They can do more than you'd expect, the updates through the last few years really made them quite useful for a lot of situations. Especially in my case, where I needed quick visualizations. It was perfect to just get it done in UE with real-time updates rather than going into another application." - Kevrin Griffin
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From environments made from scratch to handy modular assets found on Fab, we want to know your project's world is made of this #ScreenshotSaturday 📷: Studio Nychta
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Use Simple View to consolidate your Sequencer view into a single track for easier viewing: 🎞️Easily accessible keyframe tools within the Timeline and Toolbar. 🖥️Change the display to show keys from selection or show all keys in the Level Sequence. ⌨️Hotkey to quickly toggle Simple View or full Sequencer View. You can learn more about Simple View here: piped.video/yi-oDmC1nqU?si=-u4T…
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We took hundreds of students and gave them five days to learn UEFN during our UEFN Student Bootcamp🧑‍🎓 Take a look at the Fortnite islands they created during the intensive three-week course here: epic.gm/uefn-student-bootcam…
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This creature modelling study was created by 3D Artist Yi Heng as part of an online course. They were able to explore development of a creature from sculpting and modelling to texturing and final presentation. "This study journey with my mentor, Gino Luka Kolling, has been incredible! Through his course, I learned how to utilize MetaHuman assets by modifying a human eye shader and applying it to my creature. Tweaking the shader nodes helped me achieve the exact look I intended while giving me a much deeper understanding of how Unreal Engine's material graph works." - Yi Heng
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With UE6’s roadmap bringing together Unreal Engine and UEFN, get prepared with our free UEFN Professional Bootcamp🧑‍🏫 Register today and get to grips with creating and publishing in Fortnite: epic.gm/uefn-professional-bo…
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Unreal Engine's tool and features helped @_ScreenBurn craft complex, beautifully rendered scenes and compelling characters for chilling, slow-burn horror ‘SILENT HILL: Townfall’ Journey to the fog-shrouded shores of a 1990s Scottish harbor town and check out our frightful feature here: epic.gm/dev-interviews-silen…
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Unreal Engine retweeted
Bundles and UEFN Source assets are now available on Fab! 📦Bundles: Grab sets of assets curated by your favorite Fab publishers. 🔋UEFN Source Assets: Build out your environments and gameplay mechanics quicker using complete, editable systems. Learn more about these new releases and how they can accelerate your projects here: epic.gm/fab-bundles-and-uefn…
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24 Hours to go until our Inside Unreal on Mobile Workflows, bookmark it so you don't miss it!: piped.video/live/2OCeuCj0swQ
Next week's Inside Unreal is all about mobile. Three Epic experts, @flassari, @arvindsabaneel and @paulgeorgesepic, go deep on mobile workflows in Unreal Engine 5.8 📱 Join us October 15 at 2 PM ET as we go through next-gen UE tools and systems that run on mobile, explore profiling on iOS & Android and look at what's next for mobile in UE: piped.video/live/2OCeuCj0swQ
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Real-time cinematics and gameplay transitions through Unreal Engine's Sequencer assisted in bringing the drama and striking feel to the events of Emergence Day. Burrow into our feature on Gears of War: E-Day to learn more about how The Coalition's use of high fidelity, dynamically controlled characters and VFX set the stage for the cataclysmic event: epic.gm/dev-interviews-gears…
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Unreal Engine retweeted
Help us bring more awesome games to Linux This is an open call to Linux distro maintainers and the wider Linux community, with a goal to work together and bring fair multiplayer gaming to Linux players. We’re rebuilding our Linux anti-cheat into EAC Linux v2 so that Linux players can have a similar level of protection against cheaters as Windows users do. We’ll pilot EAC Linux v2 with Fortnite first, with wider availability for game developers once we’ve validated its effectiveness. Learn more and get in touch: onlineservices.epicgames.com…
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Japanese Village is a project by Environment Artist Guilherme José and was the artist's first case of using Material Layer Stack for shading in Unreal Engine. The project is based on Ghost of Tsushima concept art by Romain Jouandeau 🏘️
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Unreal Engine features including Lumen, Nanite, PCG and World Partition helped rev up the development of @Fuse_Games' Star Wars: Galactic Racer™ You won't have to travel to a galaxy far, far way to check out our feature on the game's striking visuals, innovative gameplay and worldbuilding because it's live now on the UE website: epic.gm/dev-interviews-star-…
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October is here and that means EMEA Dev Days are ready to begin! Don't miss out on your chance to attend the deep technical program, covering UE 5.8 features, emerging AI, MCP workflows, MetaHuman characters and much more📖 Check out the full agenda and get your tickets as EMEA Dev Days comes to Poland, Germany, Sweden and France this month!: epic.gm/emea-dev-days
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Isolation can be scary, but it can also be relaxing! Show us your projects, solo dev or otherwise, because it is once again #ScreenshotSaturday 📷: Giora Nohl
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Rig cartoony faces directly in Unreal Engine 5.8 with Face Rigging: 🧑‍🎨Artist-friendly sculpting tools for blendshapes 🦓Zebra sample with ready-to-animate rigs Get into using Face Rigging with Chris Pagoria, here!: piped.video/NysFumZcmcQ?si=uQWN…
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The Woodland Keeper is a real-time character by 3D Character Modeler @fromyoungtoyou and is inspired by the world of J.R.R. Tolkien's The Hobbit. "I used wind-enabled Megascans foliage and Niagara’s Hanging Particulates to bring the woodland setting to life while keeping the focus on the character. Bright colors gave the unhooded version a fresh, vibrant feel, while darker tones gave the hooded version a calm, mysterious feel. This showed me how simple color changes can transform a scene using the same assets." - Young artstation.com/artwork/RqynP…
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We're live! Jump on in: piped.video/live/Nrb17mtBJPM
Tomorrow on the latest Inside Unreal stream, we'll be shedding some light on, well... MegaLights💡 Join Dan Hutnik and Daryl Obert tomorrow, October 8 at 2PM ET as they walk through what MegaLights is, how it works, and how to set it up, along with best practices, tips & tricks for lighting with MegaLights: piped.video/live/Nrb17mtBJPM
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Unreal Model Context Protocol (MCP) provides an official, Epic-supported way to connect your favorite agentic LLM tools directly to Unreal Engine🤝 Built on the open MCP standard, it enables agents to take action in your projects using the capabilities exposed by each editor—so you can use compatible agentic coding tools or build your own integrations, skills, and workflows around how you create: epic.gm/ue-mcp-docs
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