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Unreal Engine for Fortnite (UEFN) - UE5 Tech Demo and Roadmap (Metahuman) | State of Unreal 2024

Epic Games presents the tech demo for UEFN and other features seen in Fortnite courtesy of Unreal Engine 5.

IGN

2 days ago

[Applause] fortnite has had an incredible year this year and you were a critical part of that this time last year we launched on real editor for fortnite and the new Creator economy to fuel investment and development in the fortnite ecosystem and today we have lots more to share about what's next since we launched the ufn beta we've released countless features and you have built and published more than 880,000 incredible experiences have been played by more than 130 million Players let's take a
look at some highlights from the islands published with [Music] [Music] ufn the bread and depth what you've been able to make in ufn continues to amaze us like every day feels like Christmas like when we go in and see what people are publishing and your amazing work has already resulted in more than $320 million paid out since since we launched ufn and creat economy 2.0 there's no secret path to success when you publish your game in fortnite you make a game players play it and you get paid but w
e're not here to talk about what's already happened instead let's take a look at some of the highlights of what's new in ufn for 20124 so with recently released features you can now design top- down gameplay s scrollers and more try out the fixo camera fix anle camera and third person camera devices all for yourself and later this year we're happy to finally announce that we're going to release the highly requested first- person camera it took a while we know and we're making more IP from epic's
portfolio widely available for using Creator made experiences I'm here to share that we'll be adding Fall Guys assets animations and of course lovely Fall Guys beans to your in May so you can build your own frantic obstacle courses right inside fortnite and also starting today we're releasing rocket racing templates and devices for you to build your own RAC tracks using the same track designs we use to build rocket racing so for the next stage of fortnite and ultimately the open metaverse that
epic is building towards we need tools that solve for interoperability scalability and resilience that is what led us to develop verse a powerful programming language that we released last year and since we introduced first we've added loads of new features persistence runtime error Telemetry incremental gabage collection we're continuing to move as fast as we can and on top of that this year we're introducing that we are building a SC graph system built right on top of the verse language it's a
n entity and component framework that enables you to dynamically manipulate objects in your game the system is designed to be simple easy to learn and eventually powerful enough to build AAA game content and an important point about the scene graph is that while it's coming first to ufn it will eventually become the foundation for all content built in the engine we're starting with an experimental version launching the next couple of months with a goal of scene craft being available to all creat
ors in ufn by the end of this summer if you want to learn more we have a scene graph talk tomorrow at 4M over itne Moscone so next this year we're also going to be enabling physically simulated characters in ufn and creative and the ability to dynamically simulate any static mesh so this is basically the Lego fortnite physic and destruction system we worked really hard on that now being released broadly for all creators we're super excited about the potential of true networked physic sandbox gam
eplay to enable creators to make interactive and emerging games that were previously not possible in fortnite so beyond the Technic the technical capabilities of the tool just as important as making your game is finding your game we saw new islands published in fortnite go from 50 Islands a day to well over 500 brand new experiences published every single day in fortnite so in in discoverability is a key focus of ours the goal is to give every island a chance to find an audience we've already do
ne a lot over the last year to improve discover and now we're going to be adding features and functionality specifically to the Creator Pages including ability to follow creators link out to social media platforms and make it much much easier for you to build your own distinct cre community so we've talked a lot about what's coming to um in 2024 they say much deeper road map talk tomorrow that I encourage you to go and see in mosone but let's talk a bit about like what are we doing next for our
first party development here at Epic so we've always used our own games to push the endine forward make sure it's battle tested for creators and it's time for fortnite development to move over to ufn and verse by the end of 2025 we are going to ship our first season of fortnite Battle Royale developed in ufn so by moving our primary development to ufn and verse our aim is to accelerate feat development and ultimately result in a much more robust tool set for all developers fasters and what it me
ans to everybody that that chooses to to use ufn is that this is us ensuring that you're going to be able to build experiences at the level and depth and quality of Battle Royale going forward right inside fortnite so there's a lot more coming for creators in 2024 and some of those features are much better shown in person and in a live demo than me just talking about them so why don't we welcome Pat and Michael to the stage and they can show you more everyone all right thank you SX you mentioned
the evolution of ufn and now we'd like to share a project that we've been using to drive that progress hey Michael hi everybody here we are running live in ufn in Michael's playing for us we're surrounded by just a handful of the prefab buildings and props you can find in the content folder of every project but if you can't find the exact theme or the art style that you're after you're going to need to customize for example what if you wanted to make a game set on a classic 1970 style sci-fi sp
aceship let's step into this Rift and show you what can happen welcome to the Talisman a deep space cargo vessel we built this ship to show you how unique your world can look when you create highquality custom assets and bring them into your ufn experience hey Michael yeah can we get bright bomber back we still need a player to help us look around I think she should be dropping in soon o okay maybe not the most elegant entrance ever but she made it and now we can start to explore the ship straig
ht away we're switching off the fortnite HUD with the HUD controller device so we can show you more of our environment as saaks mentioned earlier cameras are also one of the things that can be customized in UF f for example with the new orbit camera device we can push way in past the player entirely let's use this camera to explore the crew quarters all right this view allows you to focus more on what the player's looking at and it's helpful if you're interested in making more narrative style ga
mes all right how about we compromise and back out halfway so we can see more of our player again all right great now we're moving across the hall to the common room in the galley I'm excited for you to see the complexity of lighting in these rooms we're optimizing for Lumen by selectively disabling Shadows reducing light overlap and swapping in light functions for geometry Shadows customizing the look and feel of your ufn game is going to be a consistent theme in 2024 and Beyond combining relea
se devices and verse code as we are here gives you the control and the freedom to make your experience unique that verse code you just saw actually has to do with assigning our player a quest we're going to trigger it using several standard devices but instead of going back to fortnite UI we've styled the popup messages and the maps to fit our sci-fi experience all right you'll notice there's a waypoint on the map for us now so we've got a mission to find our crew so let's get moving it's worth
noting even though we're showcasing a tremendous amount of detail inside the ship the total environment still checks in under 200 Megs it's incredible that you can get this level of visual detail in that size profile and to achieve this we're relying on a combination of mid poly kit bash Parts fully procedure materials and mesh decal with efficient build techniques you can make big games fit in small packages all right according to our mini map our objective is waiting for us on the other side o
f that door over there let's go check it out I'm glad you're here the crew's been waiting for you and we're ready to help you build what's next come on let's let's go that's right Petty humans are now available for import into ufn as non-player characters so Michael's jumped us back into the editor so we can get a look at our captain behind the scenes as you can see we carefully optimize for both quality and efficiency we've gone from almost one gig for a hero metahuman down to approximately 60
Megs in UFM with an average complexity hairstyle and we wanted to make this process as easy as possible you just save your custom metahumans and the metahuman Creator this Captain character was based on the r metahuman preset once you have your Creations saved in my metahumans they'll be available to you in our new metahuman importer in ufn and depending on your Project's requirements there are also multiple quality options for you to choose from now we can't talk about metahumans without also a
ddressing the workflow creators used for creating costumes there are many ways to author clothing but in this case we're using Marvelous Designer a leading digital digal clothing software in fact we worked with our friends at CL the makers of Marvelous Designer and cl 3D to integrate our metahuman body data into their software and provide a new USD export option for your garments that export includes geometry materials and the data you need for simulation setup now on screen you're seeing the Ga
rment that was exported from marvelis designer being brought into the cloth panel editor in UE 5.4 and from there we're setting up custom chaos simulations that have real IC Cinema quality looks as part of this Tech in the upcoming uee 5.4 we're introducing an auto Sim setup that has Sim data and injust Auto LOD generation and Autos skinning in addition you always have the option to take a more bespoke approach like we have here if you want more iterations in finer control okay cloth physics are
available in ufn as Early Access starting today and now we'd like to show you how easy it is to dress a at a human character Michael's going to demonstrate this for us live in the ufn editor all right take it away Michael thanks Pat so the first thing we're going to do is hide the default outfit that came in from metahuman Creator next we'll add a new uh chaos cloth component this allows us of place to drop our new Dynamic uh cloth object this was actually created in Marvelous Designer set up i
n UE 5.4 and imported here into ufn now that we have that let's uh add a new animation so we can see how the cloth moves then we come down to the cloth turn on simulate and just like that we have moving cloth here inside ufn all right cool so from there are metahumans ready to be used in the game and we're really excited to offer cloth physics in ufn for the first time it's so important for creating convincing characters and you're not limited to clothing on characters you can use cloth physics
anywhere in your environment at last year's state of unreal you saw the power of metahuman animator in uee and we're pleased to say that those same tools are now available to creators in ufn and don't forget using our latest character device you can also add a performance to some of your favorite fortnite characters you might have seen this in the recent joke KN night experience produced by Trevor Noah for getting capture data into ufn we recommend using our new live link Hub application this al
lows almost all capture devices that can stream to u5 to also stream directly into ufn and get recorded there even more third party devices will be supported in Livelink Hub soon what's next for the Talisman is really up to you as creators it's just one example of the many worlds that you might be dreaming of building for your next game we've presented a workflow you can use to make compelling characters and a much clearer path for dynamic clothing really excited to see what comes next metahuman
s as NPCs and cloth physics are available in ufn today and the Talisman uh environment is playable in our booth here at GDC it'll be released as a template soon we also have a tech talk here at 3:30 p.m. this afternoon that explores the techniques we use to create this project thank you sax turn things back over to you thank you both huge thank you to everyone who built the demo and it's it's so awesome to see metahumans finally make their way to ufn and to celebrate that we're starting next mon
th ufn creators will get a one-year license to Marvelous Designer for free to clothe the digital humans in ufn

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