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 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 added several new features and migrated various Entities from the legacy GameSDK code to the new Components.
In total we have made over 1600 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 transitioning with code and assets from Unity to CRYENGINE. Numerous topics on animation and general asset setup are covered, including detailed breakdowns on code comparisons to help guide you through a familiar workflow. Included with this is a simple shooter example breakdown to help users get up and running on code snippets and into the engine faster than ever.
Another topic that will be a delight and show progress on the front of accessibility is the all new C++ documentation and Sandbox programming with the release of the Editor source code. Having access to these portals you will now be able to enrich your game quality and ease your developments with a customized Editor user experience. This coincides with the long due project of completely overhauling the documentation on the user manual, something that will take time to finish but worth showing to get the communities feedback on structure and readability. To emphasize we will aim to clean up the docs with the included hierarchy within the range of the Preview release so it should be taken as a "Beta" access to our plans on that front.
Finally, in answer to numerous requests from the CRYENGINE Community for a CRYENGINE on-boarding/beginners course we bring you Flappy Boid, a C# Visual Studio debugger, packaging and building 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 - so don't wait, go and 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.
If you are updating 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 CRYENGINE Preview versions through the CRYENGINE Launcher.
On top of this we have also exposed the full Sandbox Editor source code to the Github repository for users to clone and begin customizing their Sandbox Editor experience. Go to the Crytek/CRYENGINE Github repository to begin creating plugins or submitting 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 newest plugins and products using 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 and on all projects inside of 5.5 and it can be added or removed just like any other item, allowing for more modularity to the workflow.
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 be able to feel comfortable in the Sandbox Editor interface while creating your next development.
Flappy Boid is our answer to the numerous requests from the CRYENGINE Community for a CRYENGINE on-boarding/beginners course. Flappy Boid has been designed to be a fun way to learn many of the core game development concepts in CRYENGINE V while building a finished game.
Topics include; scripting game mechanics using Flow Graph, removing and modifying GameSDK player functionality, using and animating cameras, physics, basic movement, audio, modeling, texturing, score-keeping, particle effects and much more.
We really like Flappy Boid and we are sure that the CRYENGINE community will feel exactly the same about it and will go turn it into their own great games!
CRYENGINE users have long been asking for more documentation and for more up to date documentation for their projects. So with 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, but we will be expanding on this and we should be able to deprecate all other documentation by the end of the Preview release cycle.
Finally, we have completely overhauled the C++ documentation to include numerous code snippets and have also extended the documentation to now include the Sandbox programming portal to coincide with the Editor source code release. 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 Sandbox Programming, the C++ documentation and a link to the API reference within Confluence.
New in 5.5, the Sandbox Editor now provides users with additional upgrades and tweaks to improve workflow.
We have de-cluttered the Viewport work area by creating a drop-down for tabs, this results in you 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 also improves 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 and several more we hope you find the development experience in the Sandbox Editor getting easier!
In what will be a trend for many future releases, we bring several new and legacy Components to the new Entity System. Rain and water ripple Entities have been ported over 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 easier 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 pushing out more Components in future 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 backup 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, C# users will now be able to debug through the IDE with our new C# extension. By default our C# implementation has required Mono in order to run, so an 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 when developing. Oh boy, C# you are growing so fast!
For a long time now the entire process behind creating a character has been seen as locked off to specific 3rd party tools and not flexible enough for most production pipelines.
In previous versions of CRYENGINE we have seen the FBX animation import feature introduced and most recently we allowed for the tweaking of ragdolls and their joint limits directly in the Character Tool. With this new feature we have now extended that flexibility to allow for the physics proxy creation to be allowed directly in the Character Tool viewport and be interchangeable in a production environment. There are no dependencies placed on the proxy creation and it simply sits alongside your Character Definition File to allow for seamless editing and versioning.
The Terrain System just keeps on getting better and better. In our 5.5 release 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, well in 5.5 we have lifted that threshold to support for 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 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.
SVOGI has historically been a big push with CRYENGINE and a feature that almost all developers now use and adore. Coming with production-proven experience and the enhanced emphasis on SVOGI being able to run on consoles, we have now enabled Developers with the tool to cache SVOGI on disk and have the GI to be calculated completely offline.
The second feature improvement we would like to let you know about is the advancement in SVO Ray-traced Shadows and how this feature is something that can be considered as an alternative to using cached shadow maps in your scene. Immediately you can see several optimizations and improvements coming from this integration;
We are sure that you will find these features really useful in your current development work and that your scenes will have the proper ambient tonality as would be seen in real life.
For 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 CE 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.