Unreal Fest 2022
2022-10-17..2022-10-20
New Orleans, United States
who it's for
unreal engine developers, technical artists, game designers, virtual production and cinematics teams, vr and ar developers, tools and engine programmers
topics
Gameplay Ability System (GAS); Nanite and Lumen workflows; photogrammetry capture pipelines; Sequencer and Control Rig enhancements; widget blueprints UI templating; Datasmith and Dataprep workflows; cross-play and peer-to-peer networking; mobile rendering optimizations for UE; Unreal Engine in the cloud; multi-user metaverse connector plugins; RealityScan and mobile scanning; automotive HMI and look development
| title | author | length |
|---|---|---|
| Exploring the Gameplay Ability System (GAS) with an Action RPG | Sam Pike | 45m |
Studio uses Unreal's Gameplay Ability System plus Data Tables and the Enhanced Input System to move from prototype to production, splitting attributes into… | ||
| Fundamentals of Linear Content Creation in Unreal Engine | Michael Muir | 49m |
Real-time workflows claim to collapse the usual speed/quality/cost tradeoff by letting teams iterate live inside Unreal Engine using Nanite, Lumen, Path Tracer… | ||
| Static vs. Dynamic Lighting | Natalia Torres | 29m |
Compares static bakes and real‑time GI with concrete tradeoffs: GPU Lightmass saves ~65% bake time (46m CPU → 16m GPU) but looks slightly different and still… | ||
| Large-scale Environment Capture for the World's First Hyperreal Wingsuit Simulator | Joe Robbins, Ryan Whitehead, Tomáš Mišura | 32m |
Photogrammetry pipeline turns 35,000 medium‑format photos from a helicopter-mounted 1,050 megapixels rig into a 10‑square‑mile digital double of Notch Peak… | ||
| Fireside Chat: How to Impress Recruiters with Your 3D Portfolio | Galen Davis, Kamy Leach, Justin Mohlman, Sierra Mon, Ty Smith | 26m |
Clear, specific actions: submit high‑resolution shots, a concise breakdown with wireframes, UVs and reference, and capture attention in the first 30 seconds… | ||
| Prepping Mega-Models for the Metaverse: Engineering Edition | Greg Demchak, Daniel Iborra | 38m |
Bentley Systems presents 3DFT codec that automatically converts federated iTwin platform CAD data into runtime LODs for Unreal Engine, streaming millions of… | ||
| Animating in Unreal Engine 5.1 | Tony Bowren, Fredrik Nilsson | 44m |
Unreal Engine 5.1 shows practical animation workflow updates: new viewport hotkeys and marquee select, Control Rig improvements that include proxy controls for… | ||
| Building Worlds with UE5 and the Quixel Ecosystem | Luis Cataldi | 42m |
Slides and clips demonstrate that photogrammetry pipelines (Quixel + RealityCapture) and a sketch‑phone app RealityScan produce usable assets in UE5, including… | ||
| The Tactical Taco Truck: How ‘Army of the Dead’ Rolled Into VR | Josh Wexler | 45m |
Pure Imagination Studios turns a movie prop into a working LBE: a six-player full-body VR taco truck running Unreal Engine (started in 4.25) with haptic guns… | ||
| Building an Online Presence With Your Game Art Portfolio | Ty Smith | 39m |
Practical playbook for an ArtStation portfolio: have at least one finished in Unreal scene with camera flythrough and GIFs, include topology/wireframes and… | ||
| What is the Cavrnus Metaverse Connector™? | David Watters | 30m |
Cavrnus Metaverse Connector is a UE4/UE5 plugin that demos adding multi-user spatial co-presence by dragging a single folder into existing projects; it… | ||
| What Can Sketchfab Do for You? | Abby Crawford | 25m |
Sketchfab hosts a 10 million–member community and over 5 million models, supports 30+ file formats and auto‑converts to glTF and USDZ, and exposes a viewer API… | ||
| Creating Captivating Media in Twinmotion using CAD Models | Sam Anderson | 40m |
Shows how CAD models from Revit sync into Twinmotion via Datasmith Direct Link for live updates, lets users paint vegetation, place assets with collision and… | ||
| Making Chorus Sing Across 10 Platforms | Johannes Kuhlmann | 41m |
Chorus ships across ten targets by measuring nightly builds, triaging mission dashboards, and fixing the biggest regressions first; automated Jenkins jobs… | ||
| Turning the real world into digital assets | Tomas Barnas | 31m |
Workflow shows how drones, cameras, laser scanners, GNSS stations and turntables combine with RealityCapture and Unreal Engine to turn places and objects into… | ||
| Improving Developer Iteration in Unreal Engine 5 | Mark Lintott | 36m |
Unreal Engine adds three concrete tools that cut developer wait times: Unreal Cloud DDC (cloud-hosted, multi-region DDC with ~1M daily requests, ~20 TB per… | ||
| Making Better Blueprints | Dean Reinhard | 51m |
4 Cs framework: cleanliness, creation, classes & sharing, communication. Practical, actionable tips: use color‑coded comment swatches and Blueprint bookmarks… | ||
| Fireside Chat with Writer/Director Emma Needell | Emma Needell | 44m |
Short film Life Rendered premieres at Tribeca and is built as a hybrid live‑action / virtual production using Unreal Engine to create a 26‑page animatic of the… | ||
| Advanced UI Templating Techniques using Widget Blueprints and Materials | Adrienne Pugh | 40m |
A working card‑deck demo built in Unreal Engine 5.1 preview shows concrete techniques: UMG widget Blueprints use widget inheritance to expose width/height… | ||
| 10 Things that Producers look for in In-Camera VFX | Paolo Tamburrino | 35m |
Pixomondo builds LED stages (Canada’s first in Toronto in three months, then a modular stage and the world’s largest in Vancouver) and runs Unreal Engine… | ||
| All Roads Lead to the Metaverse | Daniel Robinson | 49m |
Chronicles building a flying augmented‑reality lab: a crude kit plane turned into ATARS that puts virtual tankers, X‑wings and AI‑driven TIEs into real… | ||
| Forager: Mushroom Timelapse Photogrammetry | Winslow Porter, Elie Zananiri | 49m |
Forager’s MycoMachine captures full 3D models of mushrooms as they grow, using RealityCapture for reconstruction, Raspberry Pi rigs for automated multi-camera… | ||
| From Concept to Closing: with | Ayanna Wiggins, Dorian Vee | 33m |
Uses Unreal Engine plus Houdini Engine and BIM 360/Datasmith to turn messy CAD into procedural city and building models, run AI crowd simulation and… | ||
| The Gritty Reality of Real-Time Cloth and Rigid-Body Character Physics | Tim Brakensiek | 56m |
Chaos Cloth is a new position‑based system with practical differences: Anim Drive normalized 0–1 for intuitive stiffness control, unlimited per‑cloth… | ||
| Asset Dependency Chains: The Hidden Danger | Mark Craig | 41m |
Large asset dependency chains cause long editor startup, huge cook memory and GC churn, and unexpected runtime retention; casts and default UPROPERTY links are… | ||
| NASA Lunar Terrain Visualization in Unreal Engine 5 | Lee Bingham, Jack Kincaid | 33m |
NASA engineers use LRO LOLA DEMs, GDAL and Unreal Engine 5 to generate accurate lunar terrain and compare methods: a quick Landscape (PNG/RAW import) pipeline… | ||
| Can the Metaverse Sell Cars? | Stephan Baier, Kim Wagner | 58m |
Aston Martin gets a corporate metaverse platform built on a single Unreal project that serves web streaming, real‑time configurator, on‑demand image rendering… | ||
| Creating Interactive Illustrations in UE5 | Ty Smith | 36m |
Step-by-step pipeline for turning a landscape idea into an interactive UE5 composition: asset-first approach with one versatile rock/tree asset reused widely… | ||
| Enter the Rumbleverse: What Goes Into a Good Battle Royale? | Jon Moore | 41m |
Rumbleverse targets 60 FPS on base PS4 across a 1 km², 40-player melee map by modifying UE4 (4.27.1) and shipping DX11 on PC; changes include an async mesh… | ||
| From Liquid to Unreal: Why We Ditched Our In-House Engine | Szymon Jabłoński | 43m |
11 bit studios runs a six-month feasibility study that compares business and schedule risk of keeping the custom Liquid Engine versus technical and management… | ||
| The Future of Broadcast Design and Animation | Andy Blondin | 36m |
Project Avalanche is an in‑engine motion graphics toolset that combines procedural geometry and a 2D/3D timeline so designers can author and tweak graphics… | ||
| Uncompromised Character Deformations in Unreal | Rich Hurrey | 30m |
Kitestring’s Ozone brings feature-quality deformations into Unreal by running a stack of layered deformers and animated weights live — including real-time subD… | ||
| Modeling and Geometry Scripting in UE: Past, Present, and Future | Russell Paul, Ryan Schmidt | 40m |
UE5 delivers in-editor modeling plus scripting that edits and bakes real game assets rather than promises. It runs mesh Booleans on 2M‑triangle scans (a… | ||
| Modulating Game Difficulty with Machine Learning | Alexandre Peyrot, Romain Trachel | 40m |
Prototype pairs Unreal Engine Behavior Trees and Unreal's Environment Query System with a neural network that predicts time-to-capture from snapshots of… | ||
| UE Mobile Rendering Update: Recent Enhancements for Modern Mobile Devices | Axel Riffard | 38m |
Unreal Engine 5.1 ships a production-ready mobile deferred shading mode (design for tile GPUs) and a reworked forward plus path; deferred reduces pixel shader… | ||
| Source Control & Remote Team Collaboration | Ryan Manning | 47m |
Recommends Perforce (also Plastic SCM, Git, SVN) and shows concrete setups: file locking, Swarm code reviews, shelving, and Perforce streams to avoid… | ||
| Virtual Cinematography and Non-Linear Editing Workflows on The Quarry | Amrit Bajwa | 44m |
Game cinematography uses Unreal, Live Link, Take Recorder and Digital Domain’s virtual camera to turn mocap into editable film-style shots: 14 actors fully… | ||
| How to Create Scripting Tools That Designers Love | Bradley Redfern | 35m |
Studio replaces ad-hoc Blueprint spaghetti with a small set of concrete systems: a designer-facing game event and game event state for one-parameter multicast… | ||
| The Unbreakable Team: Maintaining Build Stability in Unreal Engine | Arturo Pérez | 41m |
Embark Studios runs a pre-submit verification pipeline that drops client check times from ~50 → 45 → 25 → 20 minutes and aims for ~10 minutes by combining… | ||
| Creating Character Animation with UE5 and Maya | Daryl Obert | 54m |
Workflow demo shows a complete Maya→UE5 pipeline using Maya Live Link 2.1, ShotGrid, FBX for characters and USD for environments; imports use nanite/Quixel and… | ||
| Creating Storyboards in Unreal Engine | Elodie Moog | 32m |
Free plugins ILIAD and EPOS let teams build 2D/3D storyboards fully inside Unreal Engine: ILIAD paints Texture2D assets (2D and 3D viewport modes), supports… | ||
| Maximizing Your Game's Performance in Unreal Engine | Ari Arnbjörnsson | 42m |
Claims that every team member must measure impact and shows exact fixes using Unreal Insights and ProfileGPU. Demo finds a 3s hitch caused by a blocking load… | ||
| Building Open Worlds in Unreal Engine 5 | Sam Deiter | 50m |
Shows concrete setup and limits: the Open World Template ships with World Partition, one-file-per-actor, data layers, HLOD, virtual textures, virtual shadow… | ||
| Improving Iteration in Geo-Distributed Scenarios | Phil Cousins, Joakim Lindqvist, Grace Yen | 50m |
UE5 introduces Virtual Assets (small metadata plus content-addressed bulk payloads) and the Unreal Cloud DDC, wired to Perforce, to cut sync and disk costs… | ||
| Unreal Talent Development & Acquisition | Jeff Peres, Donald Brady, Elizabeth Robinson, Carlos Vilchis, Joe Raasch, Lucas Wall, Lucien Parsons | 52m |
Companies report concrete hiring tactics: demo reels first and targeted campus or conference outreach (ILM’s Jedi Academy, Pixomondo artists teaching). Small… | ||
| Hear the Future of UE Audio | Grace Yen, Aaron McLeran, Dan Reynolds | 43m |
Update rundown for Unreal Engine audio in UE 5.1: the engine ships AudioLink for Wwise so Unreal’s submixes render in Wwise (Wwise plugin shipping after 5.1)… | ||
| Working with Data in Unreal Engine 5 | Jack Condon | 47m |
Shows concrete workflows: uses composite data tables so multiple designers edit separate CSV-backed tables merged at runtime; generates Blueprint/C++ nodes… | ||
| Inside Real-time Production: The Tools that make it Tick | Ihar Heneralau, Chris Swiatek | 43m |
A concrete pipeline is shown: photogrammetry steps in RealityCapture are automated with 65 lines of Python to turn repetitive waits into hours saved (587 hours… | ||
| Cross-play, P2P, and Unreal Engine— Easier Said Than Done | Jarosław Palczyński | 31m |
Outriders’ cross-play uses WebRTC + Coturn for NAT traversal but disables built‑in reliability to avoid extra latency, and falls back to relay servers (one VM… | ||
| Taking the Heroic Leap from a Proprietary Engine to UE5 | Alisha Thayer, Alyssa Reuter, Scott Stevens, Till Brenner, Ben Irving | 28m |
Crystal Dynamics details a move from a 20‑year proprietary engine to UE5, running a three‑stage eval (core team tests then a three‑month pilot then a six‑month… | ||
| Roadmap and Ecosystem Update | Galen Davis | 30m |
Quick recap and concrete updates: Megascans hits 21 million UE5 asset downloads and a library over 17,000 assets after adding ~6,000 since acquisition; Bridge… | ||
| Getting Started with Unreal Engine and Remote Control API | Warren Drones | 47m |
Enables the Remote Control API plugin, creates a Remote Control Preset and exposes properties to a built-in Web App or any HTTP client (Postman) using JSON… | ||
| Building a Better Visualization Platform with Dataprep | Terry Buchan | 30m |
Dataprep + Unreal Engine form a reusable pipeline that automates model cleanup, material swaps and mesh replacement, with custom Blueprint operations that do… | ||
| Building a Safer Digital Ecosystem through Developer Tools | Paul Nunn | 20m |
Claims a practical toolkit: consent management plus parent verification that combine into a shared parent graph which stores one-way hashed emails with method… | ||
| Advanced Development and Debugging for Android/iOS | Axel Riffard, Dmytro Vovk | 50m |
Covers concrete mobile tooling and hard numbers: use AGDE extension to debug C++ on-device from Visual Studio, enable Address/Hardware/Tsan sanitizers, and… | ||
| Building Better Worlds with Houdini and Unreal Engine 5 | Rob Stauffer | 45m |
Houdini generates terrains, buildings, hair and props, exports masks and textures to Substance, and feeds UE5 as Houdini HDAs that artists tweak in-engine; a… | ||
| Unreal Engine in the Cloud | Aaron Sternberg, Ben Humphrey, Quintin Anderson, Laura Teodosio, Luke Bermingham | 45m |
Three vendors demonstrate concrete cloud workflows and results: Arch Platform claims it builds fully resourced Unreal creative studios in under an hour with… | ||
| Power Your Games with Free Epic Online Services | Rajen Kishna, Josh Markiewicz | 47m |
Epic Online Services offers free backend kits for games: cross‑platform auth, matchmaking, voice chat, achievements, and a secure inventory service on the… | ||
| 35 UE5 Features You Probably Don't Know About | Chris Murphy | 50m |
35 specific UE5 tips that save weeks: enable Water plugin buoyancy for floating Blueprints; open the Niagara debugger to freeze, step and inspect variables… | ||
| Breaking Ground: Why the Atlanta Braves Created the First Metaverse Stadium | Josh Rush, Adam Zimmerman | 23m |
The Atlanta Braves build a pixel‑streamed digital twin of Truist Park in the browser using Surreal Events on Unreal Engine, converting ~20 GB of Revit data… | ||
| The Next Digital Twin is...Earth! | Dan Nord, Michael Putz | 31m |
Maxar satellite imagery plus blackshark.ai AI pipelines convert best‑in‑class top‑down photos into photoreal 3D terrain and auto‑generated buildings, delivered… | ||
| Automotive Look Development with UE | David Baylis, Florian Dirmhirn, Marcel Beneke-Wysocki | 38m |
Unreal Engine is used end-to-end: Path Tracer (spatial 40 / temporal 40) via Movie Render Queue and Lumen for realtime GI, the free Automotive Material Pack… | ||
| Brain Bar or whatever we are calling it these days | Philip Galler | 33m |
Overview of who gets hired and why: supervisory roles (virtual production supervisor, screens producer) map to system leads and TDs who design rigs… | ||
| Creating Cornerstone.land | Miikka Rosendahl | 45m |
A photoreal metaverse called Cornerstone grows from a virtual HQ into a platform built in Unreal Engine 4/5 using Quixel assets and pixel streaming (partnering… | ||
| Closing a CGI Automotive Chapter | Michael Honeck, Timo Wirtz, Nadia Torres | 34m |
Accenture documents a shift from prerendered CGI workflows—3ds Max + V-Ray, Photoshop multilayer compositing—toward real‑time pipelines using Unreal with ray… | ||
| Creating Alstom's Virtual City | Mohamed Marouene | 35m |
SoWhen builds a branded virtual city for Alstom in seven months as a single Unreal Engine 5 project that actually ships: a four-kilometer city with 13 fully… | ||
| Datasmith Direct Link Workflows in Editor | Antoine Guillo | 31m |
Datasmith 5.1 adds Direct Link for 3ds Max so scenes stream into Unreal Editor with either manual sync or Auto Sync and optional auto reimport; animation… | ||
| Building an Open Academic Cyberspace | Jonathon Paden | 47m |
ARNO is a UE5-based global digital twin that becomes a system-agnostic XR-ready tool for academics, built to run on Kubernetes with Agones, custom EGL‑SELKIES… | ||
| Scanning the Seven Wonders: Using Photogrammetry To Craft Stories | Matthias McCoy-Thompson | 34m |
Photogrammetry captures world heritage sites (Machu Picchu, Pyramids, Abu Simbel, Tutankhamun artifacts, Carnegie Hall) using Mavic 3 drones, Sony a7R stills… | ||
| The Future of Animation in Unreal Engine | Jeremiah Grant | 26m |
Argues that storytelling must move into real time so animators work in full context with lighting, effects and gameplay instead of waiting weeks for renders… | ||
| Scanning the Strange New Worlds of 'Star Trek' | Winrik Haentjens, Matej Kosovsky, Asad Manzoor | 41m |
Pixomondo’s team uses FARO Focus 3D LiDAR, Canon R5 photography and RealityCapture photogrammetry to make digital twins: props (an illuminated probe scanned… | ||
| Pushing the MetaHuman Likeness Limits via Scan-based Textures | Luka Lakić | 36m |
Process turns a single neutral scan into bespoke MetaHuman textures by exporting the conformal mesh from the Mesh to MetaHuman plugin, projecting color and… | ||
| AR Takes the Main Stage | Brian Frager, Sam Schoonover, Erik Beaumont, Patrick Wambold, Scott Millar | 55m |
Unreal Engine powers live broadcast AR used at Coachella (about 500,000 AR opens and 20× engagement vs 2019), festival tie‑ins in Fortnite, and Riot’s Valorant… | ||
| Learning to Fly: CAE’s Pivot to UE5 for Next-Gen Flight Simulators | Marc St-Hilaire | 34m |
CAE pivots its visual stack to Unreal Engine 5 and ships a new product line, the CAE e-Series MR Prodigy Visual System, using UE5’s double‑precision and the… | ||
| Making Augmented Reality in UE5 | Jeff Fisher | 36m |
UE5 provides templates for handheld, HMD, and level-authored AR and demonstrates concrete workflows: use an AR pin (wraps a platform anchor) to fix a scene… | ||
| The World is Your Canvas: Building 3D Global-Scale Real or Imaginary Worlds | Sébastien Lozé, David Cardella, Brady Moore, Dan Nord, Michael Putz | 01h 01m |
Panelists describe a working global 3D pipeline: Maxar supplies 100+ petabytes of imagery and a 3D globe accurate to within a couple feet (15 cm pixels) and… | ||
| An Unreal HMI in the seventh-generation Ford Mustang: Ford's vision of the future | Joe Andresen, Nicholas Nguyen, Justin Molitor, Sky Waters, Thomas Bowen | 37m |
Ford prototypes and ships a real-time HMI built in Unreal Engine running on embedded QNX hardware, moving from a POC benchmark to a production-capable vehicle… | ||
| A Real-Time Overhaul: Designing a UE Classroom | Josef Schinwald | 47m |
A master's curriculum shifts from specialist classes to a three-part core—interactive workflows, procedural workflows and production workflows—centered on… | ||
| Teaching Autonomous Vehicles to Drive with Visible and Non-Visible Light Simulation | Caius Seiger | 51m |
Commercial product AURELION uses Unreal Engine to generate physics‑based camera, radar and LiDAR data in real time, including real-time ray tracing for… | ||
| UE Motion Graphics for Films and TV | Jonathan Winbush | 43m |
Shows a practical pipeline: Cinema 4D → Datasmith → Unreal Engine → After Effects with native C4D import, Sequencer camera cuts, Megascans materials, HDRI-lit… | ||
| Stylized Materials for Linear Content | Michael Neely, Martin Walker | 33m |
Shows how Unreal Engine materials produce 2D-style linear content by combining real-time Fresnel tuning, a Material Parameter Collection fed from a light-rig… | ||
| Building Tools Quickly: Blueprints, Menus, Utilities, and Widgets | Paul Greveson | 41m |
Embark reports faster iteration by favoring small, reusable Blueprint Function Library calls, Action Utilities and Editor Utility Widgets over giant graphs… | ||
| Accelerating Your Unreal Engine Co-Developments with Gaming Tech | Fred Dorosh, George Efstratoudakis | 37m |
A rail-yard training simulator is built in Unreal using a native-physics approach and a marketplace track joint plugin that reduces hundreds of wheel contacts… | ||
| Visualizing ‘Analog House’ with Olson Kundig and Twinmotion | Greg Rogers | 43m |
Olson Kundig takes Revit exports into 3ds Max, cleans geometry, then visualizes the Analog House with Twinmotion using the Path Tracer for all final images… | ||
| Making Chorus Sing Across 10 Platforms | Johannes Kuhlmann | 41m |
Chorus ships to ten platforms by optimizing the same codebase: Unreal Engine 4.26.1 with backports and ~1,000 engine tweaks, nightly Jenkins nightly builds… | ||
| Unreal Engine in the Cloud | Aaron Sternberg, Ben Humphrey, Quintin Anderson, Laura Teodosio, Luke Bermingham | 45m |
Panelists explain how to run Unreal workloads end-to-end in the cloud: Arch Platform claims it can build cloud studios in under an hour, ships integrations for… | ||
| From VAD to Volume: The End-to-End ICVFX Pipeline | Jim Geduldick, Mark Holland, Ed Thomas | 48m |
Dimension shows an end-to-end ICVFX pipeline that uses Unreal Engine as a hub to move assets from concept to LED volume, with volumetric capture, MetaHumans… | ||
| Never Shoot a Car on Location Again! | Stefan Wenz, Eno Henze | 44m |
Hyperbowl built a full virtual-production studio with ceiling-matched LEDs, running Unreal (4.27→5.0+) with Nanite/Lumen, DLSS and a path tracer for stills… | ||
| Virtual Reality and OpenXR in UE5 | Alex Coulombe | 01h 44m |
Unreal Engine 5 VR Template now uses OpenXR support for almost any headset and ships tools like a CollabViewer for multiuser sessions and a VR template that… | ||
| Hear the Future of UE Audio | Grace Yen, Aaron McLeran, Dan Reynolds | 39m |
Unreal Engine 5.1 ships a working AudioLink for Wwise plugin that streams UE audio and MetaSounds into Wwise by default, a new volumetric audio Actor that… | ||
| Automotive Look Development with UE | David Baylis, Florian Dirmhirn, Marcel Beneke-Wysocki | 40m |
Shows a concrete pipeline: path tracer in UE5 with a Color Calibrator and chrome sphere for reflection checks, plus the Automotive Material Pack (180… | ||
| nothing matches | ||