Site icon

Unreal Engine 5.2 is here with enhanced new features

Unreal Engine 5.2 Feature Highlights

Epic Games recently announced that Unreal Engine 5.2 is now available. With this release, they have further expanded UE5’s groundbreaking toolset to deliver on the promise of making Unreal Engine the most open and advanced real-time 3D creation tool in the world. 

Alongside feature refinements and stability improvements, Unreal Engine 5.2 pushes the boundaries of what creators can expect out of the box, delivering innovative new functionality. 

The PCG tools enable you to define rules and parameters to populate large scenes with Unreal Engine assets of your choice, making the process of creating large worlds fast and efficient.

The runtime component means that the system can run inside a game or other real-time application, so that the world can react to gameplay or geometry changes. The PCG tools can also be used for linear content requiring substantial numbers of assets, such as large architectural projects or film scenes.

This is an experimental feature that will be further developed over future releases.

When enabled, it replaces the fixed suite of shading models with a more expressive and modular multi-lobe framework that provides a greater range of surface appearances and a wider parameter space from which to work. It is especially powerful for describing layered looks, for example ‘liquid on metal’ or ‘dust on clear coat’.

To test out Substrate, you can enable it in the project settings. As an experimental feature, the company does not recommend using it for production work and welcome feedback to continue to refine its functionality. 

Dovetailing with the desktop ICVFX Editor, a new iOS app for ICVFX stage operations (coming soon for iPad via the Apple App Store) will offer an intuitive touch-based interface for stage operations such as colour grading, light card placement, and nDisplay management tasks from anywhere within the LED volume. This puts creative control directly in the filmmakers’ hands to achieve the desired look where filming is actually taking place, without having to call back to the Unreal Engine operators.    

Meanwhile, enhancements to Unreal Engine’s VCam system offer filmmakers greater scope for creative decision-making during pre-production. These include the new ability to operate multiple simultaneous Virtual Cameras off a single editor instance, as well as to create more sophisticated and layered camera moves.

Finally, extended nDisplay support for SMPTE 2110 builds on the initial groundwork laid in Unreal Engine 5.1 toward the next generation of ICVFX hardware deployment. This Experimental feature is suitable for testing in Unreal Engine 5.2 as hardware becomes available, with production viability targeted for Unreal Engine 5.3.

The package includes source assets for you to repurpose and modify for use in your projects.

Apart from these there are many more new features and enhancements in Unreal Engine 5.2. One can visit their website to check the full list.

Exit mobile version