Original author(s) | Tim Sweeney |
---|---|
Developer(s) | Epic Games |
Initial release | 4.0 |
Stable release | 4.27 / August 19, 2021 |
Written in | C++ |
Operating system | Windows, Linux, macOS |
License | Source-available commercial software with royalty model for commercial use [1] |
Website | unrealengine |
Unreal Engine 4 (UE4) is the fourth version of Unreal Engine developed by Epic Games. UE4 began development in 2003 and was released in March 2014, with the first game using UE4 being released in April 2014. UE4 introduced support for physically based materials and a new visual programming language called "Blueprints". It was succeeded by Unreal Engine 5.
In August 2005, Mark Rein, the vice-president of Epic Games, revealed that Unreal Engine 4 had been in development for two years. [2] "People don't realise this but we're already two years into development of Unreal Engine 4. It certainly doesn't have a full team yet, it's just one guy and you can probably guess who that guy is," he told C&VG . [3] Speaking in an interview in early 2008, Tim Sweeney, founder of Epic Games, stated that he was basically the only person working on the engine, though he affirmed his research and development department would start to expand later that year, developing the engine in parallel with Unreal Engine 3. [4] "In some way, we resemble a hardware company with our generational development of technology. We are going to have a team developing Unreal Engine 3 for years to come and a team ramping up on Unreal Engine 4. And then, as the next-gen transition begins, we will be moving everybody to that. We actually are doing parallel development for multiple generations concurrently," he said. [4] In 2011 Sweeney said he spends 60% of his day doing research work on Unreal Engine 4. [5]
In February 2012, Rein stated "people are going to be shocked later this year when they see Unreal Engine 4"; [6] Epic unveiled UE4 to limited attendees at the 2012 Game Developers Conference, [7] and a video of the engine being demonstrated by technical artist Alan Willard was released to the public on June 7, 2012, via GameTrailers TV. [8] One of the major features planned for UE4 was real-time global illumination using voxel cone tracing, eliminating pre-computed lighting. [9] However, this feature, called Sparse Voxel Octree Global Illumination (SVOGI) and showcased with the Elemental demo, was replaced with a similar but less computationally expensive algorithm due to performance concerns. [10]
On March 19, 2014, at the Game Developers Conference (GDC), Epic Games released Unreal Engine 4 through a new licensing model. For a monthly subscription at US$19, developers were given access to the full version of the engine, including the C++ source code, which could be downloaded via GitHub. Any released product was charged with a 5% royalty of gross revenues. [11] The first game released using Unreal Engine 4 was Daylight , developed with early access to the engine [12] and released on April 29, 2014. [13]
To prepare for the release of its free-to-play battle royale mode in Fortnite in September 2017, Epic had to make a number of Unreal Engine modifications that helped it to handle a large number (up to 100) of connections to the same server while still retaining high bandwidth and to improve the rendering of a large open in-game world. Epic said it would incorporate these changes into future updates of the Unreal Engine. [14]
Unreal Engine 4 officially supports the following platforms as of 4.27 (August 2021): [15] Windows, [16] macOS, [16] Linux, [16] iOS, [16] Android, [16] Nintendo Switch, [17] PlayStation 4, [18] Xbox One, [18] PlayStation 5, [19] Xbox Series X/S, [19] Stadia, [20] Magic Leap, [21] HTC Vive, [22] Oculus, [23] PlayStation VR, [24] OSVR, [25] Samsung Gear VR, [26] and HoloLens 2. [27] It formerly supported Google Daydream [28] and HTML5. [29] [30]
Epic Games' Brian Karis, in a 2013 SIGGRAPH presentation, described improvements made to UE4's shading model. [31] [32] According to Karis, Epic "decided to invest some time in improving [UE4's] shading model and embrace a more physically based material workflow". [31] One of the goals was to "make major workflow and quality improvements in how [artists] authored materials, by layering and blending pre-made materials from a library instead of authoring components separately and redundantly for every use". [33] The material model adopted by Epic was based on a similar model from Disney's Brent Burley, who outlined its use in Wreck-It Ralph at SIGGRAPH 2012. [31] The base parameters of the model consisted of "BaseColor," "Metallic," "Roughness," and "Cavity". [31] Cavity, a component not present in Disney's model, describes "shadowing from geometry smaller than [UE4's] run-time shadowing system can handle," such as the cracks between floor boards or the seams in clothing. [31] Parameters omitted from Disney's model were "Specular," "Subsurface," "Anisotropy," "Clearcoat" and "Sheen," which are instead treated as special cases. [31]
A major Focus for Unreal Engine 4 was creating tools that simplified the user interface. According to Sweeney, "with Unreal Engine 3 it was a big, complicated user interface. With Unreal Engine 4, the effort is to expose at the base level everything in a very simple, easy-to-use, and discoverable way and to build complexity on it so that the user can learn as they go". [34]
With Unreal Engine 4, we really want to be able to build an entire small game on the scale of Angry Birds without any programming whatsoever, just mapping user input into the actions using a visual toolkit. This technology will be really valuable. We're also expanding the visual toolkit for everything: for building materials, for building animations, for managing content when we have a huge amount of game assets. We're just greatly simplifying the interface so that it's basically as easy to use as Unity.
In line with UE4's focus on simplicity, it included a new visual scripting system called "Blueprints" (a successor to UE3's "Kismet" [35] ), which allows for rapid development of game logic without using code, resulting in less of a divide between technical artists, designers, and programmers. [36] [37]
I could say: 'I'm going to convert this pillar into a blueprint [in the Engine] and add some sort of trap to it.' It means I can really go in and start enhancing my world with interaction that just would not have been possible without a technical artist, a designer and a programmer and now any one of those three can do all of it, provided they have the assets handy. The fact that I can just go in and say, 'If you're within X distance of this thing, start to glow and take my distance to it, normalize it zero to one and then just lerp [linearly interpolate] between two different brightness values, so as I reach for something it gets hot'...that would have been something do-able but very difficult for anybody except a gameplay programmer. And he wouldn't have known how to set up the assets, but now any one of the three could do it.
On September 4, 2014, Epic released Unreal Engine 4 to schools and universities for free, including personal copies for students enrolled in accredited video game development, computer science, art, architecture, simulation, and visualization programs. [38] Epic opened an Unreal Engine Marketplace for acquiring game assets. [39] On February 19, 2015, Epic launched Unreal Dev Grants, a $5 million development fund aiming to provide grants to creative projects using Unreal Engine 4. [40]
In March 2015, Epic released Unreal Engine 4, along with all future updates, for free for all users. [41] [42] In exchange, Epic established a selective royalty schedule, asking for 5% of revenue for products that make more than $3,000 per quarter. [43] Sweeney stated that when they moved to the subscription model in 2014, use of Unreal grew by 10 times and through many smaller developers, and believed that they would draw even more uses through this new pricing scheme. [44]
In an attempt to attract Unreal Engine developers, Oculus VR announced in October 2016 that it will pay royalty fees for all Unreal-powered Oculus Rift titles published on their store for up to the first $5 million of gross revenue per game. [45]
With the opening of the Epic Games Store in December 2018, Epic will not charge the 5% revenue fee on games that use the Unreal Engine and are released through the Epic Games Stores, absorbing that cost as part of the base 12% cut Epic is taking to cover other costs. [46]
Effective May 13, 2020, and retroactive to January 1, 2020, the royalty exemption amount is increased to US$1,000,000 in lifetime gross revenue per title. [47]
John D. Carmack II is an American computer programmer and video game developer. He co-founded the video game company id Software and was the lead programmer of its 1990s games Commander Keen, Wolfenstein 3D, Doom, Quake, and their sequels. Carmack made innovations in 3D computer graphics, such as his Carmack's Reverse algorithm for shadow volumes.
Unreal Engine (UE) is a 3D computer graphics game engine developed by Epic Games, first showcased in the 1998 first-person shooter video game Unreal. Initially developed for PC first-person shooters, it has since been used in a variety of genres of games and has been adopted by other industries, most notably the film and television industry. Unreal Engine is written in C++ and features a high degree of portability, supporting a wide range of desktop, mobiles, console, and virtual reality platforms.
Epic Games, Inc. is an American video game and software developer and publisher based in Cary, North Carolina. The company was founded by Tim Sweeney as Potomac Computer Systems in 1991, originally located in his parents' house in Potomac, Maryland. Following its first commercial video game release, ZZT (1991), the company became Epic MegaGames, Inc. in early 1992 and brought on Mark Rein, who has been its vice president since. After moving the headquarters to Cary in 1999, the studio changed its name to Epic Games.
Timothy Dean Sweeney is an American video game programmer and businessman. He is the founder and CEO of Epic Games, and the creator of Unreal Engine, a game development platform.
Ready At Dawn Studios LLC (RAD) was an American video game developer located in Irvine, California, and is composed of former members of Naughty Dog and Blizzard Entertainment. Formed in 2003, the company was closely affiliated with Sony Computer Entertainment, developing games in the God of War series and Daxter. Ready At Dawn had a satellite campus in Portland, Oregon, to assist with future PC and console game development, but closed the office in 2022 as they adapted a hybrid work model. The studio was acquired by Oculus Studios as of June 2020. On August 7, 2024, Ready at Dawn was closed by Reality Labs.
Unreal Engine 3 (UE3) is the third version of Unreal Engine developed by Epic Games. Unreal Engine 3 was one of the first game engines to support multithreading. It used DirectX 9 as its baseline graphics API, simplifying its rendering code. The first games using UE3 were released at the end of 2006. It was succeeded by Unreal Engine 4.
Unreal Engine 2 (UE2) is the second version of Unreal Engine developed by Epic Games. Unreal Engine 2 transitioned the engine from software rendering to hardware rendering and brought support for multiple platforms like the PS2. The first game using UE2 was released in 2002 and its last update was shipped in 2005. It was succeeded by Unreal Engine 3.
Unreal Engine 1 (UE1) is the first version of the Unreal Engine game engine. It was initially developed in 1995 by Epic Games founder Tim Sweeney for Unreal. Epic later began to license the Engine to other game studios. It was succeeded by Unreal Engine 2.
Unity is a cross-platform game engine developed by Unity Technologies, first announced and released in June 2005 at Apple Worldwide Developers Conference as a Mac OS X game engine. The engine has since been gradually extended to support a variety of desktop, mobile, console, augmented reality, and virtual reality platforms. It is particularly popular for iOS and Android mobile game development, is considered easy to use for beginner developers, and is popular for indie game development.
Oculus Rift is a discontinued line of virtual reality headsets developed and manufactured by Oculus VR, a virtual reality company founded by Palmer Luckey that is widely credited with reviving the virtual reality industry. It was the first virtual reality headset to provide a realistic experience at an accessible price, utilizing novel technology to increase quality and reduce cost by orders of magnitude compared to earlier systems. The first headset in the line was the Oculus Rift DK1, released on March 28, 2013. The last was the Oculus Rift S, discontinued in April 2021.
Armature Studio, LLC is an American video game development studio in Austin, Texas. The studio, founded by former Retro Studios directors Mark Pacini, Todd Keller and Jack Mathews in September 2008, developed Batman: Arkham Origins Blackgate (2013) and ReCore (2016).
Eve: Valkyrie was a multiplayer dogfighting shooter game set in the Eve Online universe that was designed to use virtual reality headset technology. Originally launched for Microsoft Windows for use with the Oculus Rift virtual reality headset, CCP Games had announced they plan to enable cross-platform play between the three major VR systems: the Oculus Rift, the HTC Vive, and the PlayStation VR. Released in March 2016, the game had two game mode options: Chronicles could be played in single player, while Combat allowed eight by eight combat PvP missions. Reviews generally criticized the limited plot and limitations of single player mode, although the described "arcade experience" was praised for having intuitive controls and "exhilarating" dogfighting features, with PC Powerplay dubbing it "arguably the best VR experience currently available for the [Oculus Rift] platform."
Pitbull Studio Limited was a British video game developer based in Houghton-le-Spring, England, with additional offices in Guildford and Leamington Spa.
Unreal Tournament is a cancelled first-person arena shooter video game developed by Epic Games. It was planned to be the ninth game in the Unreal franchise, the fifth game in the Unreal Tournament series, and the first entry since 2007's Unreal Tournament 3. The game utilizes Epic's Unreal Engine 4 and was planned for release for free on Microsoft Windows, OS X, and Linux. The game was released as a pre-alpha on August 13, 2014, but never completed due to Epic Games' focus on Fortnite Battle Royale.
Cloudgine Limited was a British video game developer based in Edinburgh. Founded in 2012 by Dave Jones, it focuses on cloud technologies for video games. It was acquired by Epic Games in 2018 and integrated.
HTC Vive is a line of virtual and mixed reality headsets produced by HTC Corporation. The brand currently encompasses headsets designed for use with personal computers as well as standalone headsets such as the Vive Focus line, Vive Flow glasses, and the Vive Elite XR mixed reality headset.
OpenXR is an open-source, royalty-free standard for access to virtual reality and augmented reality platforms and devices. It is developed by a working group managed by the Khronos Group consortium. OpenXR was announced by the Khronos Group on February 27, 2017, during GDC 2017. A provisional version of the standard was released on March 18, 2019, to enable developers and implementers to provide feedback on it. On July 29, 2019, OpenXR 1.0 was released to the public by Khronos Group at SIGGRAPH 2019 and on April 15, 2024, OpenXR 1.1 was released by Khronos.
A virtual reality game or VR game is a video game played on virtual reality (VR) hardware. Most VR games are based on player immersion, typically through a head-mounted display unit or headset with stereoscopic displays and one or more controllers.
Medal of Honor: Above and Beyond is a 2020 first-person shooter virtual reality game developed by Respawn Entertainment and published by Electronic Arts. The game was released on December 11, 2020. It is the first release in the Medal of Honor series since 2012's Medal of Honor: Warfighter.