Unreal Engine 4.19 enables you to step inside the creative process - the tools become almost transparent so you can spend more time creating. Improvements to Rendering, Physics, Landscape Terrain, and many more systems mean you can build worlds that run faster than ever before. The quality of life for the developers using our tools is always top of mind, so we continue to look at areas we can improve to put the power into the developers’ hands.
Whether you are creating games, linear media, architectural visualizations, or product design tools, Unreal Engine 4.19 enables you to know exactly what the finished product will look like every step of the way. The new Live Link Plugin seamlessly blends workflows between external content creation tools and Unreal Engine so you can see updates as you make changes to source content. And with the continued improvements to Sequencer, you can be the director with even more control of your scenes in real time.
When it comes to bringing the worlds in your imagination to life, the sky's the limit. Create breathtaking vistas in large, open worlds thanks to Landscape rendering optimizations. With the new Dynamic Resolution feature that adjusts the resolution as needed to achieve desired frame rates, those worlds will run smoother than ever before on PlayStation 4 and Xbox One.
It wouldn’t be a complete release without a mountain of workflow and usability improvements, and Unreal Engine 4.19 does not disappoint in this respect. Working with Material layers and parameters is easier and more intuitive. Features for debugging Blueprints are more powerful with the ability to step over, step into, and step out. You can now save content folders as favorites. Animation tools have been improved with pinnable commands, multiple viewports, and much more.
In addition to all of the updates from Epic, this release includes 128 improvements submitted by the incredible community of Unreal Engine developers on GitHub! Thanks to each of these contributors to Unreal Engine 4.19:
Adam Rehn (adamrehn), Alex Chi (alexchicn), Alexander Stevens (MilkyEngineer), alexformosoc, Andrew Armbruster (aarmbruster), Anton Rassadin (Antonrr) Austin Pukasamsombut (AustinPuk-Conffx), Bo Anderson (Bo98), Carlos (carloshellin), Carsten Neumann (cneumann), Celso Dantas (celsodantas), Chris Conway (Koderz), Chris Dietsch (cdietschrun), Chrispykins, Clinton Freeman (freemancw), cmheo, CuoXia (shrimpy56), Daniel Butum (leyyin), Daniel Neel (dneelyep), Daniel Sell (djsell), David Payne (dwrpayne), DavidNSilva, Deep Silver Dambuster Studios (DSDambuster), Derek van Vliet (derekvanvliet), DerelictHelmsman, dfb, Dorgon Chang (dorgonman), druhasu, Eddy Luten (EddyLuten), foollbar, GeorgeR, Giperionn, Hyuk Kim (Hybrid0), Ilya (ill), Jack Knobel (jackknobel), Jacob Nelson (JacobNelsonGames), James Horsley (mmdanggg2), Jared Taylor (Vaei), Javad Shafique (JavadSM), jessicafalk, John W. Ratcliff (jratcliff63367), Jørgen P. Tjernø (jorgenpt), Josef Gluyas (Josef-CL), Julien Le Corre (jlc-innerspace), konflictue, Kryofenix, Kyle Langley (Vawx), Marcin Gorzel (mgorzel), Matt Hoffman (LordNed), Matthew Davey (reapazor), Michael Allar (Allar), Michał Nowak (BibbitM), Mikael Hermansson (mihe), mkirzinger, Mustafa Top (MSTF), nakapon, nullbus, pfoote, phlknght, projectgheist, Richard Schubert (Hemofektik), Ron Radeztsky, rlefebvre, ruffenman, sangpan, Sébastien Rombauts (SRombauts), smt923, Stefan Zimecki (stefanzimecki), Stephen Swires (sswires), Tim Niederhausen (timniederhausen), Timothee Besset (TTimo), Tom Ward (tomwardio), tomari, TomFors, Toru Hisai (torus), Vikram Saran (vikhik), yaakuro, Yohann Martel (ymartel06), YuchenMei, Zeno Ahn (zenoengine)