Epic Games Advances VR Integration for Unreal Engine Releasing v4.16
Improved Radial Menu, Cinematic Sequencer in VR and loads more.
Last month Epic Games rolled out the first preview for the next iteration of its Unreal Engine software, version 4.16. Since then smaller previews have been released, giving developers a chance to experiment with some of the new features. Today, those new additions are fully implemented with Unreal Engine 4.16 now available.
As VRFocus has previously reported, virtual reality (VR) has played a big part in the latest version’s development, with the VR Mode seeing several extensive additions to make creating a VR videogame in VR even easier. It’s been overhauled to provide a more intuitive workflow and editing experience with a new asymmetrical controller setup putting an improved Radial Menu on one hand and an interaction laser with improved precision on the other. The controllers are now Asynchronous on both HTC Vive and Oculus Rift.
Then there’s the Sequencer cinematics editor which now supports VR. This will allow developers to create a new sequence, move objects around, which automatically creates sequence keys for the transformations. Thus users will be able to make sequences and play them back, whilst never leaving VR. Additionally, existing Level Sequences can be opened and played from the Sequencer UI or the Radial Menu.
VR developers will now have smart snapping available, which uses the bounds of an object to align to other actors in the scene for easy placement. Physics Actors in VR Mode can now be simulated. Users run a physical simulation to get a realistic scattering or simply knock Actors around with the motion controllers.
There are several early access additions to Unreal Engine 4.16 as well. The new Unreal Audio Engine and Steam Audio SDK will be available, with the former introducing new features such as a submix graph, submix effects, source effects, real-time synthesis, and better audio plugin support. While the latter will bring next-gen physics-based audio experiences to compliment Unreal Audio Engine.
On top of all that, an early access preview of social screens for PlayStation VR, provides support for Social Screen separate mode, where the the Monitor and HMD display different things at 30fps output.
There’s a massive amount of info to go through for Unreal Engine 4.16, so head to the forums for an in depth look. As always VRFocus will bring you the latest Unreal Engine announcements as they happen.