
Team members can also simultaneously work on the same region of the same World without stepping on each other’s toes via the new One File Per Actor system. The new World Partition system in Unreal Engine 5 changes how levels are managed and streamed, automatically dividing the world into a grid and streaming the necessary cells. One of our goals is to make the creation of open worlds faster, easier, and more collaborative for teams of all sizes.

This means you no longer have to author lightmap UVs, wait for lightmaps to bake, or place reflection captures-you can simply create and edit lights inside the Unreal Editor and see the same final lighting as when the game is run on console. With Lumen, indirect lighting adapts on the fly to changes to direct lighting or geometry, such as changing the sun’s angle with the time of day, turning on a flashlight, or opening an exterior door. Lumen is a fully dynamic global illumination solution that lets users create dynamic, believable scenes. Nanite intelligently streams and processes only the detail you can perceive, largely removing poly count and draw call constraints, and eliminating time-consuming tasks such as baking details to normal maps and manually authoring LODs-freeing you up to concentrate on creativity. Directly import film-quality source assets comprised of millions of polygons and place them millions of times, all while maintaining a real-time frame rate, and without any noticeable loss of fidelity.

Our new Nanite virtualized micropolygon system lets users create games with massive, unprecedented amounts of geometric detail. Key features in UE5 Early Access include: Nanite
