Got some news: I'm now working full time on Heart of Mercy, starring @JonathanRoumie ! We're using #UnrealEngine to combine real-life actors with 3D environments. I'll tell you more about it here: https://t.co/VG84ZuCstV
UE 5.9 preview 1 now ships with a new plugin I worked on called AnimGenOffline (name might change) which allows you to guide animations at high level and use AI to generate the actual frames. This integrates that functionality into Sequencer.
As initial plugin into this system we integrated NVidia's Kimodo. But the system itself is not limited to this. Basically any algo that generates pose data over time can integrate with it.
You can draw splines and make characters follow them, type a style in text, set target key poses at certain frames, etc. You can pose your character directly with Control Rig and retargeting is all handled automatically.
You can also type: "Use Kimodo to generate an animation of a drunk person walking forward and save it as an Animation Sequence asset in /Game/Anims/DrunkWalk".
Weights still have to be downloaded from Huggingface (goes automatically after creating an account and read-only token etc). We're working on making that easier too.
It can run on basically any PC, but for fastest generation you need a Geforce 3xxx series or better. And probably Windows only for now, although I haven't tried on other platforms yet.
This is just the start of course!
Worked on this with @FredNilsson
Will show some videos soonish, or share some community videos.
What we are trying to do: Build an engine that’s more powerful than UE5, easier to develop in than Unity, and is the most efficient effective way to build with AI acceleration.
The problem with having old systems and new systems side-by-side is the tendency to mix them, and then their interoperability becomes a giant tangle of blueprints and verse, actors and entities.
We thought that side-by-side was unavoidable, but AI assisted conversion is now clearly way more effective, and will produce a way more manageable UE6 project than a hybrid, while making it way easier for us to simplify and improve the engine.
We’ll be proving it out by converting Fortnite, the game with the largest base of blueprints in existence, to the new approach.
Unreal Engine 6 updates coming from Unreal Fest Tokyo 2026, targeting early access in 2027🚀
✅Removal of Core UE Systems in UE6, Blueprints, Actors, and the C++ Gameplay Framework are confirmed to be completely deleted (rather than phased out or merely deprecated) in UE6.
✅While C++ remains the base of the engine and is still recommended for Physics and Rendering, it will not be compatible with the new Verse- and Scene Graph-based Gameplay Framework.
✅Tim Sweeney addressed the Blueprint removal directly and apologized to the community during the announcement.
Migration Support: An AI-assisted migration path will be provided to help transition projects from UE5 to UE6.
✅The Unreal Engine 5.9 Preview releases next week, featuring Model Context Protocol (MCP) updates alongside other improvements.
Source: @CobraCodeDev
It would be amazing to start seeing tech demos soon. It will give us a good look at the potential for next gen, although knowing how things work, we probably won’t see any being near that for 4-6 years into the next generations
Tech demos tend to have some of the best concepts out there, and I wish some of them end up being full games, at least the ones shown before this generation started.
Help us bring more awesome games to Linux
This is an open call to Linux distro maintainers and the wider Linux community, with a goal to work together and bring fair multiplayer gaming to Linux players.
We’re rebuilding our Linux anti-cheat into EAC Linux v2 so that Linux players can have a similar level of protection against cheaters as Windows users do.
We’ll pilot EAC Linux v2 with Fortnite first, with wider availability for game developers once we’ve validated its effectiveness.
Learn more and get in touch:
https://t.co/YX00cdMI18