• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Unreal Engine 5.4 is now available with many improvements

winjer

Gold 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

Member
QaPYBkw.gif
 

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.
 
Last edited:

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.
 
Top Bottom