{"id":91299,"date":"2019-04-03T01:24:31","date_gmt":"2019-04-03T01:24:31","guid":{"rendered":"http:\/\/gamefromscratch.com\/post.aspx?id=5f57e096-540f-426a-a99e-2e111047dd9e"},"modified":"2019-04-03T01:24:31","modified_gmt":"2019-04-03T01:24:31","slug":"unreal-engine-4-22-released","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/04\/03\/unreal-engine-4-22-released\/","title":{"rendered":"Unreal Engine 4.22 Released"},"content":{"rendered":"<p>Hot on the heels of their <a href=\"https:\/\/www.gamefromscratch.com\/post\/2019\/03\/20\/Unreal-Engine-GDC-2019-Keynote.aspx\">GDC 2019 keynote<\/a>, Epic Games have released Unreal Engine 4.22 as promised.&nbsp; The star of the show is support for real-time ray and path tracing, the first game engine to offer support for DXR and Nvidia\u2019s new RTX graphics cards.&nbsp; Another major aspect of this release is on the C++ side, with a new license of <a href=\"https:\/\/molecular-matters.com\/products_livepp.html\">Live++<\/a> to support improved hot-reloading of C++ code, as well as massive improvements to C++ build times.&nbsp; The Niagara particle system continues to improve, a new collaborative scene sharing mode has been added in experimental form and Visual Studio 2019 support was added, just <a href=\"https:\/\/www.gamefromscratch.com\/post\/2019\/04\/02\/Visual-Studio-2019-Released.aspx\">a day after release<\/a>!<\/p>\n<p>Details of the release from the <a href=\"https:\/\/www.unrealengine.com\/en-US\/blog\/unreal-engine-4-22-released\">Unreal Engine blog<\/a>:<\/p>\n<blockquote>\n<p>Unreal Engine delivers unbridled power to <strong>build realistic worlds with the most accurate real-time lighting and shadowing effects<\/strong> &#8211; including dynamic global illumination, pixel perfect reflections and physically accurate refraction &#8211; thanks to real-time ray tracing on Nvidia RTX graphics cards. Soft area shadows and ambient occlusion provide the finishing touches to ground your scenes firmly in reality.<\/p>\n<p>Our vast suite of virtual production features enables you to speed up your workflow on set with the ability to <strong>capture and record complex live performances and composite them in real-time<\/strong>. Entire teams can work in concert to orchestrate and direct scenes live using the new multi-user editing feature.<\/p>\n<p>Every second spent waiting to see your latest creation come to life has a cost &#8211; a cost to you, a cost to your users, a cost to your vision &#8211; so we strive to make Unreal Engine <strong>easier and faster to go from iteration to iteration<\/strong> with each release so you can spend more time tweaking and polishing the experience for consumers. Live Coding brings Live++ support to Unreal Engine so <strong>you can go from idea to reality in seconds while you are running your project<\/strong>. Build times have been optimized across the board making <strong>iteration times for incremental builds up to 3x faster<\/strong> and freeing up valuable resources in your pipeline.<\/p>\n<\/blockquote>\n<p>Be sure to check the <a href=\"https:\/\/www.unrealengine.com\/en-US\/blog\/unreal-engine-4-22-released\">release notes<\/a> for more in-depth details of this release, or watch the video (coming soon) embedded below.<\/p>\n<p class=\"under\"> <span class=\"categories\"><a href=\"https:\/\/www.gamefromscratch.com\/category\/GameDev-News.aspx\">GameDev News<\/a><\/span> <span class=\"tags\"><a href=\"https:\/\/www.gamefromscratch.com\/?tag=\/Unreal\" rel=\"tag\">Unreal<\/a><\/span> <\/p>\n<hr>\n","protected":false},"excerpt":{"rendered":"<p>Hot on the heels of their GDC 2019 keynote, Epic Games have released Unreal Engine 4.22 as promised.&nbsp; The star of the show is support for real-time ray and path tracing, the first game engine to offer support for DXR and Nvidia\u2019s new RTX graphics cards.&nbsp; Another major aspect of this release is on the [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[71],"tags":[72],"class_list":["post-91299","post","type-post","status-publish","format-standard","hentry","category-game-development","tag-gamedev-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/91299","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=91299"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/91299\/revisions"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=91299"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=91299"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=91299"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}