Unreal Engine 4.21 continues our relentless pursuit of greater efficiency, performance, and stability for every project on any platform. We made it easier to work smarter and create faster because we want your imagination to be the only limit when using our tools. And we battle-tested the engine on every platform until it met our developers’ high standards so your project will shine once it is ready for the masses.
We are always looking for ways to streamline everyday tasks so developers can focus on creating meaningful, exciting, and engaging experiences. Our industry-leading Niagara effects toolset is now even more powerful and easier to use, enabling you to dream up the next generation of real-time visual effects. You can build multiplayer experiences on a scale not previously possible using the now production-ready Replication Graph functionality. Iterate faster thanks to optimizations with up to a 60% speed increase when cooking content, run automated tests to find issues using the new Gauntlet automation framework, and speed up your day-to-day workflows with usability improvements to the Animation system, Blueprint Visual Scripting, Sequencer, and more.
We strive to make it possible for your creations to be enjoyed as you intended by everyone, everywhere regardless of the form factor they choose. Building on the previous release, we have added even more optimizations developed for Fortnite on Android and iOS to further improve the process for developing for mobile devices. Available in Early Access, Pixel Streaming opens a whole new avenue to deploy apps in a web browser with no barrier to entry and no compromise on rendering quality. We have also improved support for Linux as well as augmented, virtual, and mixed reality devices.
In addition to all of the updates from Epic, this release includes 121 improvements submitted by the incredible community of Unreal Engine developers on GitHub! Thanks to each of these contributors to Unreal Engine 4.21:
Aaron Franke (aaronfranke), Adam Rehn (adamrehn), Adrian Courrèges (acourreges), aladenberger, Alan Liu (PicaroonX), Cengiz Terzibas (yaakuro), Cerwi, Chris Conway (Koderz), cmp-, Damianno19, Deep Silver Dambuster Studios (DSDambuster), Dorgon Chang (dorgonman), DSCriErr, Dzuelu, Eliot (BillEliot), Erik Dubbelboer (erikdubbelboer), fieldsJacksonG, Franco Pulido (francoap), Frank Stähr (phisigma), George Erfesoglou (nonlin), Hao Wang (haowang1013), Henri Hyyryläinen (hhyyrylainen), Homer D Xing (homerhsing), IlinAleksey, Jacob Nelson (JacobNelsonGames), Jerry Richards (r2d2Proton), Jesse Fish (erebuswolf), Josef Gluyas (Josef-CL), Joshua Harrington (thejhnz), Kalle Hämäläinen (kallehamalainen), KelbyG, Layla (aylaylay), LizardThief, Lucas Wall (lucaswall), Mai Lavelle (maiself), malavon, Marat Radchenko (slonopotamus), Marat Yakupov (moadib), Marco Antonio Alvarez (surakin), Markus Breyer (pluranium), marshal-it, Martin Gerhardy (mgerhardy), Mathias Hübscher (user37337), Michael Kösel (TheCodez), Morva Kristóf (KristofMorva), Muhammad A. Moniem (mamoniem), Nick Edwards (nedwardsnae), nrd2001, Oliver (oliverzx), phoenxin, projectgheist, Rene Rivera (grafikrobot), Rick Yorgason (Skrapion), Riley Labrecque (rlabrecque), Sahil Dhanju (Vatyx), Sam Bonifacio (Acren), scahp, Sébastien Rombauts (SRombauts), Tom Kneiphof (tomix1024), Troy Tavis (ttavis), Truthkey, UristMcRainmaker, Wiktor Lawski (wlawski), yhase7, Zeno Ahn (zenoengine)