There are few new things coming to the unreal engine this year. Read further to know whats new about unreal engine this year.

1] Rendering to Multiple Displays with a Ndisplay.

the Ndisplay renders your Unreal Engine scene on multiple synchronized display devices.

Interactive content isn’t limited to being displayed on a single screen,;or even a single dual-screen device like a VR headset. An increasing number of visualization systems aim to immerse the viewer more effectively in the game environment; by rendering real-time content through multiple simultaneous displays. These systems may be made up of multiple adjacent physical screens, such as a Powerwall display

The Unreal Engine supports these usage scenarios through a system called nDisplay. This system addresses some of the most important challenges in rendering 3D content simultaneously to multiple displays:

  • eases the process of deploying and launching multiple instances of your Project across different computers in the network; each rendering to one or more display devices.
  • manages all the calculations involved in computing the viewing frustum for each screen at every frame; based on the spatial layout of your display hardware.
  • ensures that the content being shown on the various screens remains exactly in sync; with deterministic content across all instances of the Engine.
  • offers passive and active stereoscopic rendering.
  • can be driven by input from VR tracking systems so that the viewpoint in the displays accurately follows the point of view of a moving viewer in real life.

Expanded Virtual Camera System

  • Whether being used for virtual scouting or recording organic camera moves the new Virtual Camera system introduced in Unreal Engine 4.26 is now Production Ready.
  • The Virtual Camera system features include:
  • Multi-User support in the Editor.
  • A redesigned user experience.
  • Extensible core architecture for developing Virtual Cameras.
  • Ability to route the output of the Virtual Camera to Composure, Media Framework, Editor viewports, or any devices running the Unreal Remote app.
  • Ability to overlay custom UMG controls over the output and interact with them in the Editor or on a device.