Unreal Engine 5 Is Now Available In Preview

We're getting closer to the production-ready release. 

In case you've been waiting for a production-ready release of Unreal Engine 5, the engine reached the next milestone and it is now available in Preview.

Since the launch of the early access version, Fortnite shifted Unreal Engine 5, plus the team developed the technical demo The Matrix Awakens: An Unreal Engine 5 Experience with the code. These and other projects helped make Unreal Engine 5 more production-ready, stable and optimized. 

"We are currently working towards the final shipping version, with all features that we intend to include now ready for testing," wrote Epic Games. "In addition to many improvements to previously exposed tools like Nanite, Lumen, One File Per Actor, World Partition, and MetaSounds, you’ll find some exciting new animation tools, groundwork support for Large World Coordinates, and much more. We’ll get into a bit more detail later on in this post."

Please note that Preview releases still have instabilities and other issues, so they should not be used for production. Below you can check out some of the updates. 

Nanite:

  • Improved performance and memory usage of Nanite streaming in editor
  • New error-based metric for Fallback Mesh creation (previously called Proxy Mesh)
  • UX to batch convert assets to or from Nanite and perform on-disk data trimming
  • Support for all view modes and usage flags, e.g. Shader Complexity view mode
  • Per-instance selection
  • Per-instance/Actor custom data

Lumen:

  • Full hardware ray tracing support, which doesn’t require distance fields or any other software tracing, and scales up to large worlds
  • Improved Final Gather quality, especially visible on foliage
  • Glossy reflections on translucency
  • Translucency Final Gather, which improves global illumination quality on translucency
  • Landscape support

Virtual shadow maps:

  • Overall stability and performance improvements
  • Improved handling of shadow invalidation due to moving/deforming meshes
  • Support for more non-Nanite mesh types
  • Support for more material types for foliage (two-sided, subsurface)

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