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What does this mean to marketplace creators? would be good to know how far they can push things now, so when ue5 is out there will be a bunch of stuff on store ready for it.

Looks spectacular, congrats to everyone involved! Can’t wait to get my hands on UE5.

UE5 looks absolutely amazing and I can’t wait to check it out! The PS5 demo was really something else.

I presume that average pc can handle up to some million polys with Nanite as then casual sata SSD will be bottleneck after that, but even that would be great??? JUST wild guess??? anyone can offer better numbers i am very interested. Sata SSD is still most widespread among casual users.

Very true what you say. It would seem initially seem disk size will be a big factor…

Then again those statues meant nothing to the average person. We only care because of the specs cited to us. But if they hadn’t had mentioned it, no one would have even cared or noticed the statue. It very well could have been an HD texture with a nice Normal map.
What end users will care about is the character, and this one looked very average. With this apparent scope of engine we could be seeing Siren-level characters running around that environment…This one was a very PS3-looking character with a weak-looking and weaker-moving pony tail. Her animations were great, but she looked m’eh. So maybe we won’t need to worry about disk space unless we want to impress ourselves with 500 statues that no one else notices, or with a Siren-level character that end users will notice.

hello, i’m really impressed over all that stuffs with the unreal 5 and really amazed for it, now just waiting for this dream engine.

now about the “new license fee rules”, i have 2 questions if anyone can answer

1 - the payment will remains quarter??? (paying every 3 months) or now i have to pay "every month??

2 - the new license fee say which once i hit the one million, i start to pay the 5% fee which is ok, but my question is that 5% is over the total 1 million i’ve made or only the "value where i hit the 1.000.00,00, here’s the exemple let’s say i was on the 999.999,00, then i’ve sold another unit(just say it was 1 bucket) and it hit the 1.000.000,00 the 5% fee will be over the total 1 million which means 50.000,00 or will be over the 1 bucket where i hit the 1 million milestone which would means 0,05 cents???, i means that to know if i have to save any value i earned before the 1 million milestone to pay epic or i can save all for my self and only after reach the 1 million milestone which i have to start to “save” the epic fee??

To make it more simple the payment fee is retroactive having to pay over all the money i’ve earned before hit the 1 million or only have to pay the ammount relative to the value where i reached the 1 million and foward?? like again following the previous exemple i’ve earned 999,900(each game sould for 100) then the next game i’v sold i have to pay 5% of it since with it i’ve reach the 1.000.00,00 which would be 5,00 is that right??? or i would have to pay the 50.000,00 from the total 1 million.

i would love to see some help here over it.

Check out the FAQ. There is an extensive explanation with a nice example. But in short here is how it works now (from my understanding):

If you’ve made over $1M and your **quarterly **earning is over $10k (this wasn’t mentioned before but is a nice addition) you have to report revenue and pay 5% of the revenue earned in that quarter (the part over $1M only).

So if you make less than $10k in any quarter you don’t report or pay anything… so yay? Depends on whether you are a “glass half empty or half full” person :D.

I just saw this an hour ago and was floored, in a good way! The new mesh and lighting structures are going to revolutionize how games are made! Maybe now we can have actual photorealistic games, how awesome would that be. and no more building lighting? Sign me up, one of the things I hate most about game design is adjusting a light, waiting for it to build only to find out it needs more tweaking etc. So annoying, but this is going to be awesome! I literally cannot wait to get my hands on the preview early next year, looking forward to it, great work guys!

Can Epic talk at all about approximate / guesstimate PC requirements for UE5? I realize that it’s not anywhere near release (7 months to 2021), but I’m curious. Multi-core powerful CPU and a powerful GPU? Fast SSD? 64 GB of RAM?

Lumen will be huge for arch viz, but I’m sure Epic realizes that.

Wow! I just saw the ue 5 reveal video.
ue 5 looks amazing!
Can’t wait to get my greedy little hands on it! :slight_smile:
im wondering will 5 have chaos physics already implemented?
Also im guessing its at least a year away.
Since were still on 4.25

Technically Speaking is possible to migrate from UE3 to UE5.
First migrate from UE3 to the first version of UE4 using Github respository then update to latest 4.25 and wait for new engine, really simple.
Anyway I’m happy when I see announcement of UE5, we able to import FULL LOD from CAD, Amazing!

still no info about dynamic foliage compatibility with nanite?

Will there be any dev-diaries from UE5 development process? Some brief descriptions of changes, ideas, maybe code snippets?
I think it would be interesting.

Thank you for the ScreenSaver.

Wonder if CV19 is going to hold up the release, like movies being pushed back.

I don’t think so. Look at Unreal fest, everyone was taking Q/A in stream at home.

Looking at some Insider screenshots from Epic staffs, it seems like we won’t see major departure from UE4 to UE5 in terms of Editor UI.
Maybe the same can be said to the overall code base of UE5, sharing most of UE4’s code base.

Epic have been promising on “seamless” forward compatibility from 4.25 and above to 5.0 after all. Which means in theory I could backport UE5 features like Lumen and production ready Chaos physics back to a custom build of UE4.

Perhaps you could backport Nanite and Lumen to UE4 but it could be so massive that you would need army of developers to do this. I suspect Unreal 5 runs same as Unreal 4, it just has Nanite+Lumen with other extra optimizations/features and thats all. Maybe it is just better and cheaper to modify Unreal 5 to suit your needs and thats it. 4.26 will be even closer to Unreal 5. Just a guess based on observations this far, do not take this as serious truth.

Well, to be fair, I’m only really looking forward to use Chaos physics in it’s production ready state without modifying the build.cs file (again), and although Lumen can be a life saver since I’m using 100% dynamic lights, I’m still able to run away with using LPV + SSGI so far. (no VXGI because it sucks compatibility wise)

Also nearly forgot about the new faster Sky Light Recapture slated to be in 4.26.

Ok I’m not trying to be a pessimist. But I hope ue5 lives up to hopes,dreams and expectations.
they said in the video that it was a demo running on ps5. Not pc. So im just crossing my fingers that it will actually work as expected. Billions of polys seem unbelievable. hoping for the best