Epic Games has shared a recording of a session held during last year's Unreal Fest Seattle conference, in which the new features coming to Unreal Engine 5.6 and later versions of its game engine and real-time renderer are presented. During the session, features in development were detailed that affect gameplay systems, audio, build tools, and support for different platforms. However, the highlighted features for graphic content artists include improvements in world-building tools, rendering, animation, and simulation. These innovations range from concepts like Megaworld Biomes to major initiatives like the unified animation pipeline Anim Next.
News in Unreal Engine 5.6
Among the new features scheduled for Unreal Engine 5.6, there are major updates to the Nanite Foliage system, which will now offer support for assets like trees and other vegetation elements. These improvements include:
- Support for decals and translucent supports within Nanite.
- Resolution of rendering issues for moving vegetation elements.
- Better integration with the dynamic global illumination system Lumen.
Additionally, Lumen will receive performance improvements, including a 120 Hz mode and support for low-end hardware.
Rendering Improvements
Regarding rendering, significant changes were announced to optimize the rendering of first-person game models, reducing the need for complex adjustments for reflections and self-shadows. A new experimental material editor was also mentioned, designed for users without experience to create optimized materials more easily.
World Creation Tools
World creation tools will also receive major updates, such as world partition markers, which will help artists navigate large-scale open environments. These tools will also improve performance when loading and unloading data from memory in complex scenarios with thousands of objects. In the future, the following is expected:
- Greater automation in organizing objects into grid cells.
- Implementation of the scene graph used in Unreal Editor for Fortnite.
Procedural Content Generation Framework
The Procedural Content Generation Framework will receive improvements in workflows, including better support for attributes and dependency tracking. Additionally, a Megaworld Biomes system was announced, which will allow using assets with integrated procedural generation rules. These biomes could be available in online marketplaces like Fab, facilitating the construction of complex worlds.
New Generation Terrain System
Epic Games is also working on a new generation terrain system, designed to bring terrain detail to the level of Nanite. This system could transform the current heightmap-based landscape system into a full three-dimensional solution, eliminating current limitations.
Improvements in Character Animation and Rigging
Regarding character animation and rigging, updates to Control Rig were announced, including:
- Nodes for creating physical rigs.
- A new skeletal hair editor.
Additionally, the cinematic tool Sequencer will receive improvements such as a branched dialogue system and support for animation blending with bone masking.
In-Engine Animation Tools
Finally, in-engine animation tools are being developed that include a simplified timeline and new versions of tools like Tween Tools and Motion Trails. Among the most notable improvements is the ability to animate with physics, allowing physical simulations to be integrated directly into the animation process.
Although many of these features are scheduled for Unreal Engine 5.6, some do not yet have a specific version assigned. Epic Games has clarified that the announced plans are tentative and may change at any time.