Unreal Engine 5.5 Released

Download Unreal Engine 5.5 from the Epic Games launcher, GitHub, or for Linux!

Unreal Engine 5.5 is here with significant advances in animation authoring, virtual production, and mobile game development, while many features in areas such as rendering, in-camera-VFX, and developer iteration reach production-readiness. Meanwhile, we continue to push boundaries with exciting new innovations like MegaLights! :bulb:

Animation

The release sees significant enhancements to Sequencer which now boasts a more controllable interface with better filtering and easier access to properties.

Nondestructive animation layers provide additional control and flexibility; this includes the ability to easily manage the contents, choose between additive or override, and animate the weights of these layers.

It’s easier to set up different dynamic cinematic scenarios to be triggered interactively, such as conditional state changes based on player choices during interactive cinematics, or custom bindings for more nuanced control of objects within gameplay cinematics. You can warp a sequence’s timing using a curve, and reposition the origin of a subsequence or shot.

Craft more realistic animation effects such as contact deformation or better cartoon-style squash-and-stretch with the new ability to author animatable animation deformers inside Control Rig and easily apply them to characters in Sequencer with a single click.

The Animator Kit plugin contains a collection of ready-made Control Rigs with built-in deformers—including Lattice, Camera Lattice, and Sculpt—and a few Utility Control Rigs that you can use in your animations or as examples for building your own rig-driven deformers or helper rigs.

Modular Control Rig moves to Beta with many UI and UX improvements; new quadruped and vehicles modules; and support for common bipedal skeleton types. The Skeletal Editor is now Production-Ready with improvements that include quicker and simpler workflows for painting and editing weights.

MetaHuman Animator also receives a significant upgrade in this release. Introduced as an Experimental feature, it’s now possible to generate high-quality facial animation—including inference of upper face gestures—just from audio performances. The fully local, offline solution works with various voices and languages and can be batch-processed and scripted alongside other MetaHuman Animator inputs.

The Mutable character customization system can be used to generate dynamic skeletal meshes, materials, and textures for characters, animals, props, weapons, and more—all while optimizing memory usage, keeping shader cost low, and reducing the draw call count.

Unlike native tools for modifying content at runtime, Mutable supports deep customization that involves many parameters and texture layers; complex mesh interactions; and texture effects that are not GPU-friendly.

Explore Mutable’s features in the corresponding sample project—available soon!

Choosers move to Production-Ready. Offering a framework for selecting animations for playback based on game context without having to write complex logic, this robust game context asset selector can now be used to select nearly any type of asset; this can encompass multiple levels of complexity, from simple random selectors to database-driven logic involving thousands of animations.

Try out these features in the updated Game Animation sample project.

Rendering

Lumen can now run at 60 Hz on platforms for which there is hardware support, thanks to many improvements to the systems that underpin hardware ray tracing (HWRT). These improvements also impact the performance and capabilities of Path Tracer and light baking.

Path Tracer is now Production-Ready with a series of performance and fidelity improvements, Linux support, and support for all other Production-Ready features, including sky atmosphere and volumetric clouds.

The material authoring framework Substrate moves to Beta. All features of legacy materials are now supported, as are all platforms to which UE deploys. While there’s ongoing work to fully optimize Substrate for real-time applications, it is considered fully ready for linear material production.

Movie Render Graph (MRG) also moves to Beta. This has yielded workflow improvements, such as the ability to use custom EXR metadata; refinements based on initial user feedback, including support for Spawnables in Collections; and improved parity with the legacy preset configuration, for example, Object ID support.

All asset types are now fully supported in MRG’s Render Layers feature, including translucent objects, Niagara FX, Heterogeneous volumes, Landscapes, and Sky Atmosphere without the requirement to use a Sky Sphere.

MRG provides access to an Experimental new spatio-temporal denoiser for Path Tracer, yielding high-quality results for linear sequences.

This release also offers a sneak peek at an Experimental new feature we’re calling MegaLights. Already being dubbed “the Nanite of lights,” MegaLights enables you to add hundreds of dynamic shadow-casting lights to your scenes, without constraints. Lighting artists, for the first time, can freely use textured area lights with soft shadows, Light Functions, media texture playback, and volumetric shadows on consoles and PC, focusing on artistic considerations rather than performance impact.

Virtual production

UE 5.5 brings the ICVFX toolset to full production-readiness, as well as advances in other features for virtual production and visualization.

Unreal Engine supports SMPTE 2110. With numerous stability improvements; automatic detection and repair of framelock loss; the ability to use PTP as a timecode provider; OCIO support for 2110 media; and other improvements to IP video signal flow, it’s ready to meet the needs of the real-world ICVFX projects as they make the transition to SMPTE 2110 deployments.

Camera Calibration solver is now Production-Ready, with drastically improved accuracy for lens and camera parameters estimation. Stemming from this work, Overscan is now built into all cameras to support use cases like rendering with lens distortion or adding camera shake in post.

Also Production-Ready, the Virtual Scouting toolset offers a powerful out-of-the-box experience using OpenXR-compatible HMDs (with Oculus and Valve Index supported by default), and new opportunities for customization via an extensive API. The toolset now features a VR Content Browser and asset placement; a Transform Gizmo that is customizable via Blueprint; and further polish, including a color-correct Viewfinder.

Previously part of the ICVFX Editor, the Color Grading Panel provides a rich, artist-friendly interface for creative color manipulation in any Unreal Engine scene. Offering an enhanced color grading experience for all artists—not just those working with nDisplay—the panel now also supports post-process volumes, cine cameras, and color correction regions.

The DMX tech stack joins the list of Production-Ready toolsets, with enhancements to the Control Console, Pixel Mapping, and Conflict Monitor. This release adds GDTF compliance to the DMX Plugin for interfacing with GDTF- and MVR-enabled control devices and software, among other enhancements.

Mobile game development

The Mobile Forward Renderer sees a slew of new features that will increase visual fidelity. It now supports D-buffer decals, rectangular area lights, capsule shadows, moveable IES textures for point and spotlights, volumetric fog, and Niagara particle lights. Screen-space reflections now work in both Mobile Forward and Deferred Renderers.

Runtime automatic PSO (Pipeline State Object) precaching is now enabled by default, offering a faster and easier alternative to the manual PSO gathering workflows.

The Mobile Previewer sees several improvements including the ability to capture and preview a specific Android device profile, and to emulate half-precision 16-bit float shaders—making it easier to detect and deal with artifacts.

Developer iteration

Unreal Zen Server is now Production-Ready* for deployment as a shared Derived Data Cache (DDC).

Zen Server can also now stream cooked data to target platforms, from PC and console to mobile. This Experimental new feature enables developers to more quickly and easily evaluate the look and behavior of their game on the target platform, from console to mobile, during development.

Several additional features also reach Production-Ready status in this release, including the Unreal Zen Loader, which offers an optimized asset loading path for editor systems and cook processes; the Unreal Build Accelerator (UBA)*, which delivers faster C++ and shader compilation; and Unreal Horde Continuous Integration and Remote Execution, bringing more efficient and scalable development workflows.

*Production-Ready status applies to Windows host machines; other applicable platforms are currently in Beta.

Fab integration

Last month, we announced that Fab, our new unified content marketplace, is now open for business. Fab is integrated into Unreal Engine 5.5, enabling you to drag and drop atomic assets, such as Quixel Megascans, directly into your scene. You can also add asset packs from Fab to your Content Browser.


But wait, there's more!

Loads of additional new features and enhancements are available in Unreal Engine 5.5. Explore the release notes for a complete list!

Check out the release notes

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Still Wait Task isn’t fixed and is tanking the FPS significantly in Android.

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I’m really glad that so many feature a moving to beta and Production-Ready, I feel like the ugly duckling era is coming to an end.

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Lets go!!! :vulcan_salute:

Thank you!

It seems that MetaHumanSpeech2Face is not Open-source? So we cannot really modify it according to our needs??

(Epic’s module responsible for audio to face animation)

skeletal meshes that worked fine in 5.4 are still importing in a broken state in 5.5. this needs to be hotfixed asap.

Anyone else getting stuck in an infinite loop with UbaSessionServer trying to launch a project on Linux?

Edit: after deleting and downloading / reinstalling the whole engine the issue resolved itself.

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i dont have that issue, maybe check your end?

Been importing Skeletal meshes into 5.5 for weeks with no issue. The only problem I ran into is now Interchange is enabled by default because Fab plugin requires it and is enabled by default.

Ensure you have these plugins enabled (Or Disable them if like):

  • Interchange (does the actual import)
  • InterchangeAssets (contains UI elements to display FBX Import dialog box)
  • InterchangeEditor

gpu visualizer still broken on vulkan

Check what on my end? The same files import with serious errors and missing materials in 5.5 and work fine in 5.4, and imports correctly when reimported into 3dsmax. The FBX file is verifiably correct. The problem is something with Unreal 5.5.

I have altered no settings, the engine is in its default configuration. I will look into whatever interchange is and see if it makes a difference, but the default importer should still be fixed.

Full agree. I’m having the exact same issue. It makes services like Metatailor useless.

Editor not updating skeletal mesh components on change in bp I had this same issue in the preview, bp works fine in all other versions.

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It seems that a Line Trace By Channel Hit is not taken into account by a landscape splineMesh collision anymore, I had the same issue in the preview.

When is the updated game animation sample project (with sprinting and such) being released?

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