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	<title>game engine update - DIGITAL PRODUCTION</title>
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		<title>Godot 4.6 Arrives With Major CG-Friendly Updates</title>
		<link>https://digitalproduction.com/2026/01/28/godot-4-6-arrives-with-major-cg-friendly-updates/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Wed, 28 Jan 2026 06:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[3D graphics]]></category>
		<category><![CDATA[CG workflows]]></category>
		<category><![CDATA[game engine update]]></category>
		<category><![CDATA[Godot 4.6]]></category>
		<category><![CDATA[inverse kinematics]]></category>
		<category><![CDATA[Jolt Physics]]></category>
		<category><![CDATA[Modern UI theme]]></category>
		<category><![CDATA[Screen Space Reflections]]></category>
		<category><![CDATA[subscribers]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=249277</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/new_theme.webp?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A colorful digital interface showcasing a 3D game environment with a whimsical landscape. The scene features a green mountain with layered platforms, a character with a heart, and various game development tools visible on the screen." /></div><div><p>Godot Engine 4.6 ships with polished workflows, Modern UI, Jolt physics as default, improved reflections, debugger tools and LibGodot support.</p>
<p>The post <a href="https://digitalproduction.com/2026/01/28/godot-4-6-arrives-with-major-cg-friendly-updates/">Godot 4.6 Arrives With Major CG-Friendly Updates</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
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23:52:51&quot;,&quot;http_code&quot;:206},&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><em>For those who don’t know the tool: The open-source <a href="https://godotengine.org" title=""><strong>Godot Engine</strong> </a>is a cross-platform game engine widely used for interactive 2D and 3D content creation. Godot 4.6 is shifting focus toward workflow polish, production-ready defaults and deeper rendering and tool enhancements.</em></p>



<h3 id="rendering-under-the-hood" class="wp-block-heading">Rendering under the hood</h3>



<p class="wp-block-paragraph"><a href="https://godotengine.org/releases/4.6/" title="">Godot Engine 4.6</a> continues the Vulkan-based renderer introduced in the 4.x series, but most changes in this release target correctness, predictability and tunability rather than new visual effects. The most visible change is a full rewrite of <a href="https://github.com/godotengine/godot/pull/111210" title="">Screen Space Reflections</a>. The new implementation reduces temporal instability and artefacts at grazing angles, with explicit half-resolution and full-resolution modes. The latter is computationally expensive but provides cleaner reflections for high-end realtime visuals and virtual production style scenes.</p>



<figure class="wp-block-embed is-type-rich is-provider-embed-handler wp-block-embed-embed-handler"><div class="wp-block-embed__wrapper">
<div style="width: 640px;" class="wp-video"><video class="wp-video-shortcode" id="video-249277-1" width="640" height="360" preload="metadata" controls="controls"><source type="video/webm" src="https://godotengine.org/storage/releases/4.6/images/new_ssr.webm?_=1" /><a href="https://godotengine.org/storage/releases/4.6/images/new_ssr.webm">https://godotengine.org/storage/releases/4.6/images/new_ssr.webm</a></video></div>
</div></figure>



<p class="wp-block-paragraph">Reflection probes gain octahedral encoding support, lowering memory usage while preserving angular resolution. This is relevant for large environments with many probes, where cube map memory pressure was previously a limiting factor. Glow is now composited before tonemapping rather than after, resulting in more physically consistent highlights when working in HDR pipelines.</p>



<p class="wp-block-paragraph">Tonemapping itself is more configurable, with parameters exposed for artists and TDs who need predictable output across displays. Material debanding has been improved to reduce banding in low-gradient areas, particularly noticeable in sky domes and volumetric-style lighting setups.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/godotengine.org/storage/releases/4.6/images/improved_lod.webp?w=1200&quality=72&ssl=1"  alt="https://godotengine.org/storage/releases/4.6/images/improved_lod.webp" ></figure>



<p class="wp-block-paragraph">On Windows, Direct3D 12 becomes the default rendering backend. Vulkan remains supported, but the switch acknowledges ongoing driver instability on certain consumer GPUs. This is a pragmatic rather than ideological decision, and it may matter for studios deploying on heterogeneous hardware.</p>



<h3 id="physics-as-an-engineering-choice" class="wp-block-heading">Physics as an engineering choice</h3>



<p class="wp-block-paragraph">Godot Engine 4.6 makes Jolt the default 3D physics engine for new projects. Jolt is a third-party rigid body solver designed for determinism and stability, and it has been available as an option in earlier versions. Making it the default is a statement that Godot’s in-house 3D physics is no longer considered production-ready for complex scenes.</p>



<figure class="wp-block-embed is-type-rich is-provider-embed-handler wp-block-embed-embed-handler"><div class="wp-block-embed__wrapper">
<div style="width: 640px;" class="wp-video"><video class="wp-video-shortcode" id="video-249277-2" width="640" height="360" preload="metadata" controls="controls"><source type="video/webm" src="https://godotengine.org/storage/releases/4.6/images/jolt_preview.webm?_=2" /><a href="https://godotengine.org/storage/releases/4.6/images/jolt_preview.webm">https://godotengine.org/storage/releases/4.6/images/jolt_preview.webm</a></video></div>
</div></figure>



<p class="wp-block-paragraph">This change affects collision behaviour, stacking stability and joint simulation. Existing projects are not automatically migrated, and the release notes explicitly warn that results will differ. The engine does not claim bit-exact determinism across platforms, but behaviour is reported as more consistent under load. This is a technical foundation change, not a feature, and it will mostly be noticed when things stop exploding.</p>



<h3 id="animation-systems-restored-and-expanded" class="wp-block-heading">Animation systems restored and expanded</h3>



<p class="wp-block-paragraph">Inverse Kinematics returns in Godot Engine 4.6 after being absent in early 4.x releases. The new system is modular, node-based and supports multiple solvers including TwoBoneIK3D and FABRIK3D. These are not cosmetic tools but structural animation constraints that can be evaluated deterministically or iteratively depending on setup.</p>



<p class="wp-block-paragraph">The animation editor gains direct timeline retiming by resizing clips and keys, reducing the need for script-side adjustments. Node-based constraints can now be targeted more flexibly, which is relevant for procedural rigs and runtime animation blending. While Godot is still not a replacement for DCC rigging tools, the direction is clear. Animation in Godot is expected to survive iteration, not just previews.</p>



<figure class="wp-block-embed is-type-rich is-provider-embed-handler wp-block-embed-embed-handler"><div class="wp-block-embed__wrapper">
<div style="width: 640px;" class="wp-video"><video class="wp-video-shortcode" id="video-249277-3" width="640" height="360" preload="metadata" controls="controls"><source type="video/webm" src="https://godotengine.org/storage/releases/4.6/images/skeleton_modifier.webm?_=3" /><a href="https://godotengine.org/storage/releases/4.6/images/skeleton_modifier.webm">https://godotengine.org/storage/releases/4.6/images/skeleton_modifier.webm</a></video></div>
</div></figure>



<h3 id="editor-architecture-and-debugging" class="wp-block-heading">Editor architecture and debugging</h3>



<p class="wp-block-paragraph">The new Modern editor theme is the most visible change, but the more relevant shift is architectural. Docking is now unified and panels can float freely across monitors. This matters for technical users who rely on debugger, shader editor and scene views simultaneously. Debugging gains ObjectDB snapshots and diffing. This allows developers to capture the state of live objects and compare them over time, which is useful for tracking memory leaks, orphaned nodes and unintended object growth. Errors in the Output panel now link directly to scripts or resources, including when using external editors. Select and Transform modes are decoupled in the viewport, aligning Godot more closely with established DCC interaction models. This is a small change with large ergonomic impact.</p>



<h3 id="embedding-and-deployment" class="wp-block-heading">Embedding and deployment</h3>



<p class="wp-block-paragraph">LibGodot is introduced as a supported way to embed the engine into other applications. This allows Godot to run as a library rather than a standalone editor or player. The release notes are cautious about scope, but this opens the door to custom tools, simulation hosts and non-game realtime applications. Export workflows gain patch PCK delta encoding, reducing update sizes for deployed projects. GPU-accelerated 3D texture imports shorten iteration times when working with volumetric or layered textures.</p>



<h3 id="what-this-release-is-really-about" class="wp-block-heading">What this release is really about</h3>



<p class="wp-block-paragraph">Godot Engine 4.6 is not a showcase release. It does not promise cinematic visuals or revolutionary workflows. Instead, it concentrates on technical debt, defaults and systems that must be correct before higher-level tools can be trusted. Many changes are invisible unless something goes wrong, which is precisely the point.</p>



<p class="wp-block-paragraph">As always, new tools and engine versions should be tested carefully before being introduced into active production environments.</p>



<p class="wp-block-paragraph">Official Godot Engine 4.6 release notes<br /><a href="https://godotengine.org/releases/4.6/?utm_source=chatgpt.com">https://godotengine.org/releases/4.6/</a></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/01/28/godot-4-6-arrives-with-major-cg-friendly-updates/">Godot 4.6 Arrives With Major CG-Friendly Updates</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
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		<title>Godot 4.6-dev5 lands: D3D12 default, Delta Patching, Android Gradle, 2D boosts</title>
		<link>https://digitalproduction.com/2025/12/04/godot-4-6-dev5-lands-d3d12-default-delta-patching-android-gradle-2d-boosts/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Thu, 04 Dec 2025 05:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Game Engine]]></category>
		<category><![CDATA[game engine update]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Godot]]></category>
		<category><![CDATA[Godot animation system]]></category>
		<category><![CDATA[Google]]></category>
		<category><![CDATA[Rendering]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=233942</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/12/dev-snapshot-godot-4-6-dev-5.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="An illustration from a game development snapshot, featuring a large robotic dinosaur named Cranneosaur. The scene shows colorful pixel art with characters and health statistics displayed at the bottom, along with a Godot logo and text indicating the version." /></div><div><p>Godot 4.6-dev5 goes live: D3D12 is now default on Windows, PCK patching gets efficient delta export, Android exports via Gradle land, and 2D rendering gets 1.1–7× speed boosts.</p>
<p>The post <a href="https://digitalproduction.com/2025/12/04/godot-4-6-dev5-lands-d3d12-default-delta-patching-android-gradle-2d-boosts/">Godot 4.6-dev5 lands: D3D12 default, Delta Patching, Android Gradle, 2D boosts</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/12/dev-snapshot-godot-4-6-dev-5.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="An illustration from a game development snapshot, featuring a large robotic dinosaur named Cranneosaur. The scene shows colorful pixel art with characters and health statistics displayed at the bottom, along with a Godot logo and text indicating the version." /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:105,&quot;href&quot;:&quot;https:\/\/editor.godotengine.org\/releases\/4.6.dev5&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251227122913\/https:\/\/editor.godotengine.org\/releases\/4.6.dev5\/&quot;,&quot;redirect_href&quot;:&quot;https:\/\/editor.godotengine.org\/releases\/4.6.dev5\/&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-01-01 04:44:41&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-04 21:23:38&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-08 16:13:05&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-14 03:47:11&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-24 19:59:56&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-29 13:51:19&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-02 05:32:22&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-05 19:46:17&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-10 14:52:59&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-13 19:23:28&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-25 03:28:51&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-04 00:18:45&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-08 09:50:08&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-19 22:39:30&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-31 00:30:08&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-03 20:30:39&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-21 14:52:22&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-30 22:39:12&quot;,&quot;http_code&quot;:206}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-30 22:39:12&quot;,&quot;http_code&quot;:206},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:106,&quot;href&quot;:&quot;https:\/\/godotengine.org\/article\/dev-snapshot-godot-4-6-dev-5&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251227122914\/https:\/\/godotengine.org\/article\/dev-snapshot-godot-4-6-dev-5\/&quot;,&quot;redirect_href&quot;:&quot;https:\/\/godotengine.org\/article\/dev-snapshot-godot-4-6-dev-5\/&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-01-01 04:44:41&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-04 21:23:38&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-08 16:13:05&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-14 03:47:12&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-24 19:59:56&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-29 13:51:19&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-02 05:32:23&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-05 19:46:17&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-10 14:52:59&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-13 19:23:28&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-25 03:28:51&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-04 00:18:45&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-08 09:50:08&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-19 22:39:30&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-31 00:30:08&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-03 20:30:38&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-21 14:52:19&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-30 22:39:13&quot;,&quot;http_code&quot;:206}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-30 22:39:13&quot;,&quot;http_code&quot;:206},&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph">The open-source engine <a href="https://digitalproduction.com/tag/godot/" title="Godot">Godot </a>hits a new development milestone with its 4.6-dev5 snapshot. As the project moves toward feature freeze (scheduled for 3 December 2025), this build bundles a wide set of changes across rendering, export workflows, patching and editor usability.</p>



<h3 id="use-d3d12-by-default-on-windows" class="wp-block-heading">Use D3D12 by default on Windows</h3>



<p class="wp-block-paragraph">For Windows users the default rendering backend now switches from Vulkan (or older defaults) to Direct3D 12 (D3D12). This reflects long-standing concerns about Vulkan stability on Windows, particularly around GPU driver reliability. The change only affects new projects created in 4.6-dev5 or later. For existing 4.5 projects you must manually set <code>rendering/rendering_device/driver.windows = d3d12</code>.</p>



<h3 id="delta-encoded-pck-patching" class="wp-block-heading">Delta-encoded PCK patching</h3>



<p class="wp-block-paragraph">Content patching sees a major enhancement. Previously, patch exports compared files at a per-file level — meaning even a single-character change in a large localisation file triggered a full export of that file.<br />Now, the engine supports delta encoding (binary diffing) when exporting patches. Only the modified bytes are stored, potentially turning megabyte-sized patches into lightweight, byte-level edits. This must be explicitly enabled in the Patching tab of the export dialog. Note: applying such patches comes with a small runtime cost (a few milliseconds worst case).</p>



<h3 id="native-android-gradle-builds-via-companion-app" class="wp-block-heading">Native Android Gradle builds via companion app</h3>



<p class="wp-block-paragraph">Exporting to Android gets more robust. Previously, Godot allowed injecting game data into a pre-built APK — quick but limited. Now, thanks to a companion build app providing a Linux-like build environment on Android, Godot can run full Gradle builds on-device. This enables easier use of Android plugins (for example billing, XR, ads) and closer parity with native Android builds. The companion app is planned for release via Google Play and other stores before Godot 4.6 stable ships.</p>



<h3 id="openxr-1-1-support-and-improved-xr-export" class="wp-block-heading">OpenXR 1.1 support and improved XR export</h3>



<p class="wp-block-paragraph">Godot now supports OpenXR 1.1. On devices with 1.1 support, the engine will automatically enable the newer API features. Loader logic for AOSP (Android Open Source Project) platforms has been moved from a vendor-specific plugin into Godot’s core. That means games targeting generic Android distributions can now export one APK that runs across many XR headsets without separate vendor plugins. The existing first-party OpenXR vendor plugin remains available for vendor-specific extensions and permission management.</p>



<h3 id="2d-renderer-overhaul-major-performance-gains" class="wp-block-heading">2D renderer overhaul: major performance gains</h3>



<p class="wp-block-paragraph">The 2D renderer, especially for scenes benefiting from batching, gets substantial optimisations. Previous automatic 2D batching already reduced CPU usage by combining similar draw calls. In 4.6-dev5 the GPU cost of batching has been reworked. Tests show that on GPU-bound scenarios performance improved between 1.1× and 7× compared to prior versions.</p>



<h3 id="editor-and-engine-usability-upgrades" class="wp-block-heading">Editor and engine usability upgrades</h3>



<p class="wp-block-paragraph">This snapshot also introduces many smaller but meaningful improvements across the editor, scripting, and core engine: rotating scene tiles in <code>TileMapLayer</code>, improved timeline resizing for animations, better GDScript debugging, extended GUI layout options, improved file attribute support under operating systems, and more.</p>



<h3 id="what-if-anything-to-watch-out-for" class="wp-block-heading">What, if anything, to watch out for</h3>



<p class="wp-block-paragraph">As with any pre-release build, 4.6-dev5 is not a stable release. The official download page warns users to keep backups or use version control to avoid data loss or regressions. Depending on your project, some changes, like the switch to D3D12 or the use of delta-encoded patches,  might require manual configuration or testing before relying on them.</p>



<p class="wp-block-paragraph">This build is part of a broader push toward the stable 4.6 release. With feature freeze scheduled for 3 December 2025, this dev snapshot likely represents the last major feature add before the engine enters polish-only mode. Developers should test these changes thoroughly before upgrading production projects.</p>



<p class="wp-block-paragraph"><a href="https://editor.godotengine.org/releases/4.6.dev5/" title="">Try the Webversion in your Browser! </a></p>



<p class="wp-block-paragraph"><a href="https://godotengine.org/article/dev-snapshot-godot-4-6-dev-5/" title="">And read more about this Release here: https://godotengine.org/article/dev-snapshot-godot-4-6-dev-5/</a></p><p>The post <a href="https://digitalproduction.com/2025/12/04/godot-4-6-dev5-lands-d3d12-default-delta-patching-android-gradle-2d-boosts/">Godot 4.6-dev5 lands: D3D12 default, Delta Patching, Android Gradle, 2D boosts</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:title></media:title>
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<post-id xmlns="com-wordpress:feed-additions:1">233942</post-id>	</item>
		<item>
		<title>Unreal Engine 5.7: foliage, PCG and in-Editor AI</title>
		<link>https://digitalproduction.com/2025/11/12/unreal-engine-5-7-foliage-pcg-and-in-editor-ai/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Wed, 12 Nov 2025 19:10:47 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[Epic Games]]></category>
		<category><![CDATA[game engine update]]></category>
		<category><![CDATA[MetaHuman]]></category>
		<category><![CDATA[Nanite]]></category>
		<category><![CDATA[Nanite foliage]]></category>
		<category><![CDATA[Procedural Content Generation]]></category>
		<category><![CDATA[real-time graphics]]></category>
		<category><![CDATA[rendering improvements]]></category>
		<category><![CDATA[Substrate]]></category>
		<category><![CDATA[Substrate materials]]></category>
		<category><![CDATA[virtual production]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=225265</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Virtual-production-prop-interaction-1.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="A character model with brown hair is holding a weapon while walking on a textured surface. The scene is illuminated by soft lighting, casting a shadow on the ground. The interface of a 3D graphics software is visible on the left side, showing various tools and assets." /></div><div><p>Unreal Engine 5.7 adds Nanite Foliage (experimental), production-ready PCG and Substrate, new virtual-production tools, and an AI Assistant. Test first.</p>
<p>The post <a href="https://digitalproduction.com/2025/11/12/unreal-engine-5-7-foliage-pcg-and-in-editor-ai/">Unreal Engine 5.7: foliage, PCG and in-Editor AI</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Virtual-production-prop-interaction-1.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="A character model with brown hair is holding a weapon while walking on a textured surface. The scene is illuminated by soft lighting, casting a shadow on the ground. The interface of a 3D graphics software is visible on the left side, showing various tools and assets." /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:281,&quot;href&quot;:&quot;https:\/\/www.unrealengine.com\/en-US\/news\/unreal-engine-5-7-is-now-available&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251215002609\/https:\/\/www.unrealengine.com\/en-US\/news\/unreal-engine-5-7-is-now-available&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 13:20:06&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2025-12-31 21:59:24&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-04 03:55:11&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-08 12:44:13&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-14 07:38:30&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-17 23:27:51&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-21 09:10:06&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-25 19:50:40&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-29 11:46:23&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-02 15:16:10&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-06 08:59:42&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-09 11:42:39&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-12 14:50:24&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-18 00:12:20&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-22 11:11:31&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-25 11:35:23&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-28 20:57:06&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-04 07:06:36&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-07 14:26:20&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-12 21:24:01&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-16 16:25:33&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-20 13:21:36&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-23 15:51:55&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-27 01:02:03&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-01 02:27:20&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-05 14:34:34&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-13 00:22:25&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-17 12:31:24&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-20 15:24:46&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-27 18:00:16&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-05-02 19:19:45&quot;,&quot;http_code&quot;:403}],&quot;broken&quot;:true,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-02 19:19:45&quot;,&quot;http_code&quot;:403},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:282,&quot;href&quot;:&quot;https:\/\/dev.epicgames.com\/documentation\/de-de\/metahuman\/parametric-hairstyle-generator&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"><a href="https://digitalproduction.com/tag/unreal-engine-3/" title="Unreal Engine">Epic Games </a>has officially released <a href="https://www.unrealengine.com/en-US/news/unreal-engine-5-7-is-now-available" title="">Unreal Engine 5.7</a>. The update expands major systems across rendering, procedural content, materials, animation, and virtual production. It also introduces an in-Editor AI Assistant. Several features, including the Nanite Foliage rendering system, remain Experimental, while others, most notably the PCG framework and Substrate materials, are now designated production-ready. If you think “Didn’t you tell me all of this already?”: We had a Preview-News for the <a href="https://digitalproduction.com/2025/10/17/unreal-5-7-preview-pcg-grows-up-foliage-gets-fancy/" title="">Preview </a>and <a href="https://digitalproduction.com/2025/09/22/unreal-engine-5-7-experimental-tech-measured-expectations/" title="">Teasers</a>. </p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/TDGujnN_PN0?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h3 id="procedural-content-generation-pcg-ready-for-production" class="wp-block-heading">Procedural Content Generation (PCG) ready for production</h3>



<p class="wp-block-paragraph">Epic now considers the PCG framework suitable for use in final projects. The system allows artists to populate large environments procedurally, introduce variety, and automate level construction. Unreal Engine 5.7 adds a dedicated PCG Editor Mode, performance optimisations for GPU compute tasks, and a Procedural Vegetation Editor (PVE) for foliage placement. While PCG itself is stable, the PVE remains Experimental. Epic recommends verifying runtime performance and scalability before adoption in production environments.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  fetchpriority="high"  decoding="async"  width="900"  height="506"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/cmhf2eu1w153007odc5yzz3md.webp?resize=900%2C506&quality=72&ssl=1"  alt="https://cms-assets.unrealengine.com/AiKUh5PQCTaOFnmJDZJBfz/resize=width:900/output=format:webp/cmhf2eu1w153007odc5yzz3md"  class="wp-image-225329"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/cmhf2eu1w153007odc5yzz3md.webp?w=900&quality=72&ssl=1 900w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/cmhf2eu1w153007odc5yzz3md.webp?resize=238%2C134&quality=72&ssl=1 238w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/cmhf2eu1w153007odc5yzz3md.webp?resize=768%2C432&quality=72&ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/cmhf2eu1w153007odc5yzz3md.webp?resize=380%2C214&quality=72&ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/cmhf2eu1w153007odc5yzz3md.webp?resize=550%2C309&quality=72&ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/cmhf2eu1w153007odc5yzz3md.webp?resize=800%2C450&quality=72&ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/cmhf2eu1w153007odc5yzz3md.webp?resize=80%2C46&quality=72&ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/cmhf2eu1w153007odc5yzz3md.webp?resize=760%2C427&quality=72&ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/cmhf2eu1w153007odc5yzz3md.webp?resize=476%2C268&quality=72&ssl=1 476w" ></figure>



<h3 id="nanite-foliage-enters-testing" class="wp-block-heading">Nanite Foliage enters testing</h3>



<p class="wp-block-paragraph">Nanite Foliage introduces a new geometry rendering pipeline for dense, animated vegetation in open-world environments. It combines Nanite Assemblies, Nanite Skinning, and Nanite Voxels to balance geometric detail with runtime efficiency. Epic lists the entire system as Experimental. Studios considering it for production should expect incomplete support for physics, collisions, and wind animation, and should validate performance on target hardware.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="210"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/aHR0cHM6Ly9kMWl2N2RiNDR5aGd4bi5jbG91ZGZyb250Lm5ldC9kb2N1bWVudGF0aW9uL2ltYWdlcy83YjYzYjlmOC05NzZiLTRiOWQtYWQxNi0wZmZiMmIyMTgyMDMvc3Vic3RyYXRlLWhlcm8ucG5n.png?resize=1200%2C210&quality=72&ssl=1"  alt="https://img.edc-cdn.net/imgproxy/d6TB9j7-AqArbe2YSVbuMchON--Us3uGtotbCEdjCJ0/filename:substrate-hero.png/resizing_type:fill/width:3840/height:670/enlarge:true/aHR0cHM6Ly9kMWl2N2RiNDR5aGd4bi5jbG91ZGZyb250Lm5ldC9kb2N1bWVudGF0aW9uL2ltYWdlcy83YjYzYjlmOC05NzZiLTRiOWQtYWQxNi0wZmZiMmIyMTgyMDMvc3Vic3RyYXRlLWhlcm8ucG5n"  class="wp-image-225330" ></figure>



<h3 id="substrate-materials-modular-and-physically-accurate" class="wp-block-heading">Substrate materials: modular and physically accurate</h3>



<p class="wp-block-paragraph">The Substrate framework for modular material authoring and rendering has graduated to production-ready status. It enables layering of physically accurate material types such as clear coat, metal, cloth, and skin, producing more realistic composite surfaces.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Virtual-production-Live-Link-Broadcast.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Virtual-production-Live-Link-Broadcast.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="A digital art scene depicting a character in a historical setting, standing on a wooden platform outside a building with a traditional Asian architectural style. The character is dressed in a green outfit, and the environment includes trees and a distant mountain."  class="wp-image-225288" ></a></figure>



<p class="wp-block-paragraph">For material and look-dev teams, Substrate now replaces earlier shading models in complex asset pipelines. Epic recommends migrating projects incrementally and benchmarking shaders to ensure compatibility and consistency across devices.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Virtual-production-prop-interaction.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Virtual-production-prop-interaction.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="A 3D character model with brown hair is posed dynamically on a textured surface, holding a weapon. The user interface of a 3D modeling software is visible on the left and top, displaying various tools and options."  class="wp-image-225289" ></a></figure>



<h3 id="animation-and-virtual-production-improvements" class="wp-block-heading">Animation and virtual-production improvements</h3>



<p class="wp-block-paragraph">Unreal Engine 5.7 extends its animation toolkit with an overhauled Animation Mode, improved IK Retargeter and Skeletal Editor, and a new Dependency View for visualising control hierarchies.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Animation_IK_retargeting.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Animation_IK_retargeting.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="A 3D modeling software interface displaying a pink humanoid figure and a muscular, green-skinned character. The humanoid figure stands with one hand on its head, while the other character, wearing armor, poses with a raised hand. The background features various tools and panels."  class="wp-image-225290" ></a></figure>



<p class="wp-block-paragraph">For virtual-production users, the engine adds a Live Link Broadcast Component, allowing Unreal itself to act as a live animation source on-set. Composure, Unreal’s integrated real-time compositor, has been upgraded for improved handling of shadows, reflections, and colour accuracy during LED volume shoots. Incremental Cooking enters Beta, promising faster asset iteration for large virtual-production projects, though Epic cautions against immediate production use.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/AI-Assistant.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/AI-Assistant.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="A futuristic robotic creature with articulated limbs and a sleek white body stands on rocky terrain amidst a forest. The environment is lush with green trees in the background, and the robot features advanced technology elements."  class="wp-image-225283" ></a></figure>



<h3 id="ai-assistant-built-into-the-editor" class="wp-block-heading">AI Assistant built into the Editor</h3>



<p class="wp-block-paragraph">A new AI Assistant now lives directly within the Unreal Editor. Users can ask technical questions, request code snippets in C++, or receive step-by-step instructions without leaving the viewport. The tool is designed to reduce context switching but is not intended to replace documentation or verified workflows. Its long-term reliability in multi-user pipelines remains untested, and Epic has not disclosed details about data handling or privacy.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/MetaHuman_Live_Link_Face.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/MetaHuman_Live_Link_Face.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="A person wearing a headset stands in front of a large digital screen displaying their own face in a 3D model. The background features a grid and interface elements, highlighting a tech setup."  class="wp-image-225284" ></a></figure>



<h3 id="extended-metahuman-and-cross-platform-updates" class="wp-block-heading">Extended MetaHuman and cross-platform updates</h3>



<p class="wp-block-paragraph">The MetaHuman Creator plugin now runs on Linux and macOS, expanding platform support beyond Windows. Additional scripting APIs enhance automation and integration for character pipelines.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/MetaHuman-Houdini-groom.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/MetaHuman-Houdini-groom.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="A digital rendering of a person&#039;s head from the back, showcasing a modern hairstyle with short sides and longer, textured hair on top. The interface of a 3D modeling software is visible on the right, displaying settings for hair simulation."  class="wp-image-225287" ></a></figure>



<p class="wp-block-paragraph"><a href="https://dev.epicgames.com/documentation/de-de/metahuman/parametric-hairstyle-generator" title="">Here’s more about the Hairstyle generator. </a></p>



<h3 id="rendering-audio-and-mobile-improvements" class="wp-block-heading">Rendering, audio, and mobile improvements</h3>



<p class="wp-block-paragraph">Rendering updates include support for Android 15, new “Geometry Inspection” viewport modes for surface analysis, and expanded anti-aliasing and shadowing options. Nanite continues to gain broader coverage across rendering passes. Audio workflows benefit from “Audio Insights” (Beta), enhanced subtitle support, and updates to the waveform editor. These features target real-time review and iteration efficiency rather than final mixdown.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/MetaHuman-Hair-Art-Directability.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/MetaHuman-Hair-Art-Directability.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="A woman with a braided hairstyle stands in front of a futuristic spaceship, while computer graphics software displays colorful annotations and animations on the screen, indicating a design or animation workflow."  class="wp-image-225285" ></a></figure>



<h3 id="caveats-and-production-considerations" class="wp-block-heading">Caveats and production considerations</h3>



<p class="wp-block-paragraph">Despite multiple “production-ready” designations, Epic’s documentation lists numerous features as Beta or Experimental. Nanite Foliage, the Procedural Vegetation Editor, and MegaLights are explicitly unfinished. Documentation for several systems remains incomplete, and large projects upgrading from earlier versions will require shader recompilation and plugin verification. Studios are advised to test workflows in parallel, evaluate GPU and CPU loads, and confirm asset compatibility before upgrading live projects.</p><p>The post <a href="https://digitalproduction.com/2025/11/12/unreal-engine-5-7-foliage-pcg-and-in-editor-ai/">Unreal Engine 5.7: foliage, PCG and in-Editor AI</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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