Megalights is HUGE. Unreal always had performance problems with light sources casting shadows, but many engines did as well (shadows are often disabled on minor light sources in many games regardless of the engine). This will make a huge difference.
Forgot to mention this update allowing per instance material blending. "In Release 5.5, we now support mesh painting on Nanite mesh instances with minimal performance and memory overhead. Before 5.5, the use of Nanite prevented these common mesh painting workflows which allow local variation of appearance for instances of the same geometry. For 5.5, the Mesh Paint Tool has been extended to add a new Texture Color painting mode that paints to virtual textures stored on mesh components. This is to support workflows similar to vertex painting, but that scale with texture resolution instead of vertex count which works more efficiently with Nanite meshes. Support for copying between vertex and texture color painting has been added, and there is an option to auto propagate texture colors to vertex colors while painting."
i think long time, they try to make ue 6.0 like a mix between of Unreal and UEFN, so every game will be playable mobile as well .. will take some time i guess :) (I heard on a UE fest)
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Megalights is HUGE. Unreal always had performance problems with light sources casting shadows, but many engines did as well (shadows are often disabled on minor light sources in many games regardless of the engine). This will make a huge difference.
Forgot to mention this update allowing per instance material blending.
"In Release 5.5, we now support mesh painting on Nanite mesh instances with minimal performance and memory overhead. Before 5.5, the use of Nanite prevented these common mesh painting workflows which allow local variation of appearance for instances of the same geometry.
For 5.5, the Mesh Paint Tool has been extended to add a new Texture Color painting mode that paints to virtual textures stored on mesh components. This is to support workflows similar to vertex painting, but that scale with texture resolution instead of vertex count which works more efficiently with Nanite meshes. Support for copying between vertex and texture color painting has been added, and there is an option to auto propagate texture colors to vertex colors while painting."
I'm excited. Can't wait to start trying out these new features.
unity is just a name now
your introductions are always on Point, the Music is crazy
I thought 5.5 was also suppose to have Nanite Skeletal meshes?
it does have nanite skeleton
nothing about nanite in skeleton mesh or in trees?
How long we need to wait for UE 6.0?
Around 7 ~ 8 years.
i think long time, they try to make ue 6.0 like a mix between of Unreal and UEFN, so every game will be playable mobile as well .. will take some time i guess :) (I heard on a UE fest)
At least 2026
ue 5 isn't perfected yet
Unreal facial animation from audio is so Unreal, Thanks Nk for being top notch consistent ❤4rmZambia, God bless you
so cool !
This isn't the final release of 5.5 though. They will be releasing hot fixes over the next few months. 5.5.1, 5.5.2 etc
😀😂