Unreal — Process

Role in the pipeline: the master engine. One repository holds every character, place kit and program; builds are cooked per surface.

Version lock: Unreal Engine 5.8 (23 June 2026), the final planned UE5 release. Do not upgrade to UE6 mid-season. UE6 (UE5 + UEFN, Verse) Early Access is targeted for the end of 2027; Blueprints remain in early UE6 and will later be deprecated with conversion tools. See Tutorial — Blueprints for Augmented Traveler.

Project structure

AT_Studio/                 (Perforce or Git LFS)
├── Characters/<Figure>/   MetaHuman, outfits, grooms, anim library
├── Places/<Kit>/          Vestal House, Atheneum hall, whaleship deck
├── Programs/<Figure>/     Sequencer monologues, program-clock state machine
├── Mind/                  Conversation client, captions, logging hooks
├── Platforms/             Kiosk, Quest, Vive, AndroidXR, VisionPro configs
└── Tools/                 Editor utilities, build scripts

Key systems

System Unreal feature
Program clock (monologue → Q&A → out of character) State Tree + Sequencer + per-venue Data Assets (Tutorial — Authoring a Timed Experience)
Lip sync and expressions for live answers MetaHuman Audio Live Link Source (real-time audio-driven animation) or NVIDIA Audio2Face-3D; test in a packaged build (Tutorial — Authoring a Q&A Experience with Ambient Idle)
Captions Subtitles and Closed Captions plug-in (Beta) or UMG widget, driven by the script (monologues) or the conversation service's text (answers)
Waiting behaviour Layered idle Animation Blueprint, Look At gaze, random fidgets, blinks, breathing
Costumes Marvelous Designer USD → Chaos Cloth Cloth Asset → Outfit Asset → MetaHuman Creator (Tutorial — Marvelous Designer Garment to MetaHuman Outfit)
Lighting Lumen / MegaLights for kiosk; baked or Lumen Lite for headsets
Crowds MetaHuman Collections (experimental)
Streaming Pixel Streaming 2
XR OpenXR, Meta XR plugin, Android XR plugin, Vive OpenXR; visionOS full immersion
Editor AI MCP plugin (experimental) for LLM-assisted editor tasks; staff use only

Per-surface build settings

Target Renderer Character Notes
Kiosk (Windows) Deferred, Lumen/MegaLights, TSR Cine, strands Auto-start, watchdog, offline fallback
Quest / Vive standalone / Android XR Mobile forward, MSAA, fixed foveation Optimized, cards 72–90 fps target; baked lighting
PC-VR (Vive Focus Vision via DisplayPort) Forward or deferred Cine where budget allows Tethered hero demos
Vision Pro Full immersion (Metal) Optimized Build on a Mac

Owners: technical director, Unreal engineer, XR engineer. Tutorials: Unreal — Tutorials · start here: Tutorial — Getting Started with Unreal Engine 5.8