How does texturing and animating work if Unreal 5 supports Zbrush sculpts?

You’re probably still going to want to carefully topologize and unwrap/rig your character models the old way. It’s still done in the movie industry even though polycounts don’t really matter in pre-rendered stuff.

The highpoly sculpts/non-optimized photogrammetry assets shown are mainly static environmental or non-animated objects,

Although you can probably get away with pretty high poly character models now, bunch of hair planes etc.

I’m still curious how the high poly zbrush asset they showed was textured. They probably unwrapped it somehow rather than just vertex painted it as it seems to have various maps applied and vertex paint, as far as I know, only has a single layer.