Welcome to our latest major update - CRYENGINE 5.5. We have been developing 5.5 in conjunction with the title Hunt:Showdown at our Frankfurt studio and we very much look forward to CRYENGINE users having access to the various fixes and improvements that have trickled down into the main branch from Hunt's development. Along with these improvements we have also migrated various Entities from the legacy GameSDK code to the new Components.
In total we have made over 1000 improvements & fixes and have introduced several new features in CRYENGINE 5.5, these include; the all new .level file format - this allows for much easier team collaboration and permits level files to exist anywhere in your project directory. The Development Team has also updated the Terrain System for all new displacement brushes and better material blending, alongside a new feature that allows for heightmap sizes of less than 1 meter. We have also added deeper C# functionality by exposing it to Schematyc for signals and functions. We have also made the creation of C# scripts easier by allowing users to create and edit C# scripts and have them dynamically update within the browser itself.
For users of Unity we have created a migration guide to help with the transition from Unity (code and assets) to CRYENGINE. Numerous topics on animation and general asset setup are also covered including, detailed breakdowns on code comparisons to help guide users through a familiar workflow. Finally, a simple shooter example is included that will help users with code snippets and get users up and running with CRYENGINE faster than ever.
Another topic that we know will be very welcomed and shows progress on the accessibility front is the all new C++ documentation and with the release of the Sandbox Editor source code the Sandbox programming documentation. Now that CRYENGINE users have access to these portals they will be able to ease their game development through a customized Editor experience and so enrich the quality of their games. This coincides with the overhaul of our User Manual - this is a long term project that will take some time to complete, but we think it's worth showing off now so that we can get the communities opinion on the new structure and the readability of the articles. Our aim is to continue to clean up the docs using the new structure and format, but because things will evolve, then for now it should be taken as "Beta" access as to our future plans on the documentation front.
Finally, and in answer to numerous requests from the CRYENGINE Community for a CRYENGINE on-boarding/beginners course we bring you Flappy Boid. Also in 5.5 is a C# Visual Studio debugger, packaging and building a game through CrySelect, SVOGI Offline Voxelization, a reskinned Material Editor in Qt, and last but not least various Entity Components for Rain, Water Ripples and VR interaction. Given this diverse range of updates and the expansion of platform support then don't wait any longer, go get CRYENGINE 5.5 through the CRYENGINE Launcher NOW!
We would like to say a massive thank you to the following for their valuable contribution in the making of this 5.5 release of CRYENGINE.
For more information, see the Important CRYENGINE 5.5 Data and Code Changes article.
If you are upgrading from CRYENGINE 5.4, please read this topic: Migrating from CRYENGINE 5.4 to CRYENGINE 5.5.
We really do want to make CRYENGINE users lives much easier - so to that end you can now get Preview Engine versions through the CRYENGINE Launcher. However, for those CRYENGINE users that still want to use Github, then Engine versions are still available from the Crytek/CRYENGINE Github repository including binary releases.
In 5.5 we have also exposed the full Sandbox Editor source code to the Github repository, so users can now clone and begin customizing their own Sandbox Editor experience. Go to the Crytek/CRYENGINE Github repository to begin creating plugins, get Engine versions and to submit pull requests to the CE branch.
We really look forward to seeing other user names appear on the Contributors list above - what better way to showcase your newly developed plugins and products for CRYENGINE.
Flappy Boid is our answer to the numerous requests from the CRYENGINE Community for a free of charge CRYENGINE on-boarding/beginners zero to a finished game course. So Flappy Boid has been designed to be a fun way to learn many of the core game development concepts in CRYENGINE V while users make a finished playable game.
Topics covered in the course include; basic animation, physics, lighting, audio, modelling and texturing, scripting game mechanics using Flow Graph, particle effects, using and animating cameras, basic movement and collisions, score-keeping, a basic UI and exporting to a finished stand-alone build.
Everything you need for Flappy Boid can be downloaded completely free of charge from the CRYENGINE Marketplace and whats more the course is available as a series of videos that can be found on Crytek's Youtube and Vimeo channels (see the links on the right).
Everyone at Crytek loves Flappy Boid and we are sure that the CRYENGINE Community will feel the same about it too, so go on and turn Flappy Boid into your own great games!
For 5.5 we have added a Unity Migration Guide to our CRYENGINE V documentation. This guide is designed to help Unity Engine users transfer their skills and or content over to CRYENGINE faster than ever before.
Within this guide Developers can expect to find detailed information on the basics of files and directory structure, alongside detailed breakdowns of asset conversion and export setups for use in the Sandbox Editor.
Several development disciplines are broken down within the guide that pertain to textures, models, UI and code so as to cover the largest range of topics needed for a functional prototype.
After reading this guide the CRYENGINE team are confident that you will feel really comfortable with the Sandbox Editor interface while developing your next game with CRYENGINE.
A significant change for CRYENGINE 5.5 is the new Level File Format. This feature has been added in order for the Sandbox Editor to future-proof itself inside the concept of collaborative editing and for the usage of version control systems.
Another aspect of this integration is the ability to place level files anywhere within your project directory. Layers have also been upgraded to allow for dynamic population and are no longer hard-coded inside of an archive.
Finally, the Terrain is now visible as an Object inside of the Level Editor on all projects inside of 5.5, furthermore it can be added or removed just like any other item so allowing for more modularity to the workflow.
CRYENGINE users have long been asking for more documentation and for more up to date documentation. So in 5.5 we have not only focused on the user facing side, but the programming side as well.
We have been hard at work and in 5.5 we expose the progress that has been made on the monumental task of updating the User Manual for Designers, Artists and others who use the Sandbox Editor. This work is far from being complete and will be continued for the rest of 2018 and through 2019.
We have completely overhauled the C++ documentation which now includes numerous code snippets, we have also extended the documentation to include the Sandbox programming portal which coincides with the full release of the Sandbox Editor source code. Another aspect of this overhaul has been properly exposing the API for reference within Confluence and not in a separate portal.
To the right are links to the CRYENGINE V Manual (Beta WIP), Sandbox Programming, the C++ documentation and a link to the API reference within Confluence.
New for 5.5 - the Sandbox Editor now provides users with additional upgrades and tweaks to improve workflow.
The Viewport work area has been de-cluttered by creating a drop-down for tabs, this results in users being able to see every open window within a given dock and so allows the nesting of everything inside a side pane.
Additionally, we have now made it possible for you to control the distance of your helpers within the Viewport. This will not only help in the optimization of your development scene (when too many items/icons begin to collect in your level), but will also improve performance by removing unnecessary calls.
Lastly, we have provided the ability to CTRL click the visibility icon to hide all (solo mode). This will help you to get to an item quickly and then jump back into the full scene when there is a complex collection of Entities.
So with these changes we are sure that you will find that the development experience is getting much easier!
In 5.5 we have introduced several new Entity Components whilst also porting over the Rain and Water Ripple Entities from Legacy Entities.
In addition to the above, a new VR Camera and Interaction Component both ship with 5.5 - this will allow you to get up and running with VR even more easily than it was before.
With this new integration, Component Developers will be able to customize the geometry their controller uses, as well as being able to dynamically constrain items to the controller position when a trigger is pressed.
We are sure that users will find these new Components to be a nice addition to the library and we very much look forward to introducing more new Components in future CRYENGINE releases.
We know that for non-coders the notion of sharing your CRYENGINE content and packaging it for release has not been easy in the past. So we have addressed this, and with 5.5 we are introducing package build functionality directly within the CrySelect interface. There are options of building out to either profile or release and the location.
The other upgrade to CrySelect is the addition of the new Back-up Tool, so you can now easily create a back-up of your project before switching to another Engine version. Simply put; the new back-up feature takes all plugins shared libraries, assets, code, solutions, cryproject and config files into account.
We are sure that these new additions to CrySelect will really help alleviate some of the previous pain points that Developers have had during migration and delivery of their games.
Within the C# implementation we have most noticeably expanded how you create C# assets - this can now be achieved directly inside of the Asset Browser. This luxury allows you to just click the newly created Asset and it will open a Visual Studio instance.
Speaking about Visual Studio, with our new C# extension users can now debug through the IDE. By default our C# implementation has required Mono in order to run, so the extension has been written to expose this in Visual Studio (given its lack of support for the Mono runtime).
Finally, you will notice that inside of the C# implementation you are now able to expose both Signals and Functions to Schematyc for use inside of your Entity Components.
We recognized that the entire process behind creating a Character was somewhat locked off to specific 3rd party tools and was not flexible enough for most production pipelines. So to address that, we previously introduced to CRYENGINE FBX animation importing and most recently we allowed for the tweaking of ragdolls and their joint limits directly in the Character Tool.
With 5.5 we have further extended this flexibility by allowing for Physics Proxy creation to be undertaken directly in the Character Tool Viewport and to be interchangeable in a production environment. With this integration there are no dependencies placed on the Proxy creation and it simply sits alongside your Character Definition File which allows for seamless editing and versioning.
The Terrain System just keeps on getting better and better. In 5.5 we bring you the new Weighted Blending of Terrain Materials - this feature will drastically improve the blending of your terrain textures and will provide you with super realistic transitioning.
In the past we have not had the ability to blend multiple materials together, but in 5.5 we have lifted that threshold to support 3 materials.
We have also added support for a smaller unit size of less than 1 meter in the Terrain - users can find this new setting in the Create New Level settings or Resize Terrain menu within the Sandbox Editor.
Last but not least are the improvements in the detailing of your heightmaps. In 5.5 we bring you a new displacement option in the Terrain Sculpting Tools. This can be viewed as a stamp option that allows users to import preset shapes that could have been defined elsewhere or directly through heightmap data that comes from online resources.
In 5.5 you can now mark Entities with a Mesh Component. This allows the Entity to become part of the terrain mesh and so will be particularly useful when creating environments where materials overhang or materials such as earth, sand or snow build up around the base of an object. This feature dramatically extends the possibilities of the terrain editing tools and allows for an even higher level of realism.
SVOGI has historically been something that we have promoted in CRYENGINE and a feature that almost all developers now use and adore. Coming with production-proven experience and with the enhanced emphasis on SVOGI being able to run on consoles, we have now enabled Developers with a tool to cache SVOGI on disk and have the GI calculated completely offline - simply go to File -> Export SVOGI Data.
The second feature improvement we have introduced in 5.5 is the advancement in SVO Ray-Traced Shadows, this is a feature that can be considered as an alternative to using cached shadow maps in a scene. These integrations immediately lead to several optimizations and improvements such as;
We are sure that you will find these features really useful in your current development work and that your scenes can now have the proper ambient tonality as seen in real life.
In 5.5 we have a brand new Game Platform plugin, this allows for easy access to common distribution platforms and data transfer protocols. Our aim is to alleviate and expedite the publishing of CRYENGINE content on multiple platforms along with the additional benefits of promoting material through their features.
Nowadays Steam and PSN are almost essential to the development and deployment of a game to the mass market. So within our new Game Platform plugin we have exposed the ability for you to now access multiple features through Steamworks or PSN API's. Some of the features that most developers will find of use are; matchmaking, leaderboards and achievements that will help users to drive customer retention.
The other integration concerns HTTP and the new libCURL integration that exposes a client-side URL transfer library. For any backend work, then keep this integration in mind as it provides numerous features such as being thread-safe, IPv6 compatible and is extremely fast.
Engine versions are now available through the CRYENGINE Launcher.
Sandbox Editor source code is only available via Github: https://github.com/CRYTEK/CRYENGINE
For more details, see the VS blog post https://blogs.msdn.microsoft.com/visualstudio/2018/08/14/visual-studio-2017-version-15-8/
All of the 5.5 preview releases can be accessed from here.