Unreal 5.9 WebAssembly ๐Ÿ•ธ๏ธ, Godot tree generation ๐ŸŒณ


Engine Tools and Profiling ๐Ÿ› ๏ธ

UEFN 43 adds mobile profiling, Verse Insights and revised memory reporting

Epic demonstrates how UEFNโ€™s Memory Snapshot, Timing Insights and Verse Insights diagnose runtime memory, client frame rates and server performance. Version 43 adds Verse Insights, mobile profiling and editor-based memory calculations, replacing the 100,000-unit budget with a corresponding 300 MB limit. Profiling MCP connects the tools to LLM clients; Epic emphasizes targeted prompts and checking results because models can overlook issues. Verse Insights requires opting into the new Verse VM for UEFN-launched sessions.

Unreal Engine 5.9 preview adds experimental WebAssembly export and AI tools

Epic Gamesโ€™ early Unreal Engine 5.9 preview restores experimental WebAssembly export and adds Unreal Canvas, a shared workspace for people and AI agents with generative media integrations. It also expands Unreal MCP tools and Python APIs. GameFromScratch reports that the release was predominantly written by AI and supports the upcoming Epic AI Megajam while testing agent-driven engine development. The preview is described as less polished than previous previews, and the availability of other roadmap features remains unclear.

Godot Asset Pipeline ๐ŸŒณ

Cosmo Tree Gen offers free procedural low-poly tree generation for Godot

Juan Franco has released Cosmo Tree Gen, a free, open-source plug-in under the MIT license for Godot 4.6 or later that generates customizable low-poly trees inside the editor. It supports batch generation with random seeds and reusable presets, curve-based controls for branch length and leaf size, wind-sway foliage, and GLB/glTF exports with levels of detail and collision meshes. Planned additions include billboard impostor PNGs, more foliage variations and a tree age slider. Submission to the Godot Asset Library is underway.

Studio Practices and AI ๐Ÿค–

House House explains generative AI use in Big Walk development

House House said it used LLM chatbots to troubleshoot third-party code during Big Walkโ€™s final development stage, estimating that well under 0.1% of the gameโ€™s code involved modified chatbot suggestions. The disclosure followed a group of 2027 Independent Games Festival jurors saying they would not vote for games using generative AI; Big Walk was submitted to the festival. The studio said it used no generative AI elsewhere in development and acknowledged that developing the game without an internal AI policy was a failure.

Get gamedev in your inbox

Free. Daily. Unsubscribe anytime.