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Unreal Engine 4.17 Released!


Whether it is through games, linear media, or virtual reality, Unreal Engine 4.17 enables you to tell your own story.

New tools, workflow enhancements, and performance optimizations make it easier than ever to develop and ship your project at the quality bar you expect and with the performance users demand. With new platform support and expanded feature sets, Unreal Engine delivers engaging experiences on any platform.

The new Composure compositing system and Image Plate plugin provide a powerful and flexible means of combining content rendered in realtime with live action footage. Numerous improvements to Sequencer continue to refine the workflow for creating cinematics and linear media.

Discover and load quests, heroes, or other game-specific content with the new Asset Management Framework. Query information about Assets at runtime in Blueprints using the Asset Registry's new Blueprint accessors.

Develop games for Microsoft's Xbox One X console as part of the platform improvements. Make your VR project a social experience using the new VR Spectator Screen support. On Android, we have improved several aspects on high-end devices, and we continue the effort to reduce executable sizes even further.

In addition to hundreds of updates from Epic in this release, Unreal Engine 4.17 includes 90 improvements submitted by the incredible community of Unreal Engine developers on GitHub!

Major Features

New: Xbox One X Support

New: VR Spectator Screen Support for Oculus, Vive, and PSVR

Unreal Engine 4.17 brings Spectator Screen support to the Oculus and HTC Vive, and improves on the existing support for PSVR!

New: ARKit Support (Experimental)

New: Asset Management Framework Production Ready

New: Sequencer Improvements

We have made a ton of functionality, stability, and usability improvements to Sequencer to make it as enjoyable to create your story as it is for users to experience it.


Auto-key has been simplified to be a single toggleable state in order to improve usability and clarity

Sequencer Edits vs Level Edits

You can be confident in whether a change to a property will affect a single shot or propagate to other shots using a new toggle in Sequencer which helps you divide up your work. When Allow Sequencer Edits Only is enabled, any edits to properties will automatically create a track if it doesn't exist and/or a keyframe. These changes will be isolated to the particular shot you're working on and won't leak into others. When Allow Level Edits Only is enabled, you'll be editing default properties on objects. Properties that already have tracks in sequencer will be disabled in the details panel when you want to make global changes that affect all shots.

Minor Improvements

  • There are now Attenuation settings for audio sections attached to Actors.
  • You can specify attach and detach rules for attach sections.
  • We added cinematic options to the Level Sequence player.
  • We added Key Time to the Vector, Transform, Color key property editors.
  • There are now hotkeys to step to next/previous shot (Shift + Comma and Shift + Period).
  • Snap scrubbing to keys now allows scrubbing outside tolerance.
  • You can now activate realtime viewports when switching into Sequencer using a setting in Editor Preferences.

Sequencer World Outliner Integration

Sequencer is now more tightly-integrated with the World Outliner. The World Outliner shows which Level Sequences an Actor is bound in and displays Actors spawned by Sequencer so that you can access all Actors bound by Sequencer in one location.

Blending in Sequencer

It is now possible to blend sections in Sequencer together to create seamless transitions with ease. Blending is available for numeric properties in sequencer (2D/3D transforms, vectors, colors, floats etc).

  • All supported sections now gracefully blend together when overlapping to produce a single value that is applied to the object.
  • Overlapping sections on the same row will now automatically interpolate from one to the other over time where possible.
  • Animation tracks also automatically interpolate now
  • Many built-in easing functions are available as standard (linear, polynomial, exp ease in/out, etc). Alternatively, you can specify a curve asset or implement your own custom blend functions using the IMovieSceneEasingFunction interface (also available in BP).
  • Transform sections can now operate on any combination of channels without affecting the rest of the Transform (i.e., only Location and Rotation)

We als added new blend modes for blendable properties to allow for weighted absolute, relative and additive blending. This is particularly useful for animating properties relative to their starting value, or interpolating to/from absolute or relative space (i.e. interpolating into and out of a cutscene)

Please visit the Unreal Engine 4.17 webpage for a complete list of all new features.

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Epic, Game Engine, Unreal, Unreal 4.17
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