A few days ago, I shared a TEST version of Kinky Kart built in Unreal Engine 5.6 on discord in the First Lovers channel.
This is an early prototype, not a full port of the previous Unreal Engine 4.27 version.
Beyond the level geometry and assets, I had to rewrite the entire codebase due to significant architectural changes between UE4.27 and UE5.6, including updates to the Chaos physics system, the new World Partition system for level streaming, etc.
Since UE5.6 was released this month, I built this test version quickly while balancing other projects, prioritizing core functionality over feature parity with the UE4 version.
I’ve also ported Chiks'n Eggs from UE5.5 to UE5.6, which required updates to address engine differences. Key changes included adapting to UE5.6’s improved Lumen system, and updating Blueprints. I expect to release a test build soon, though it won’t be a finished polished game.
I started this project a few months ago, and alongside learning UE5.6’s new features, I’ve been optimizing character models and refining animation pipelines to support high-quality animations in-engine.
For The Holistic Adventures, I’ve begun porting from UE4.27 to UE5.6, a much larger undertaking due to the project’s scope.
I’m nearly finished with the intro montage sequence, which now uses UE5.6’s Sequencer enhancements for cinematic control and improved render performance.
The next phase, the Owawa stage, involves evaluating technical choices to optimize the visuals-to-performance ratio. I’ve been discussing these trade-offs on the Discord server, focusing on balancing GPU/CPU loads for scalability across mid-to-high-end hardware.
Additionally, I’ve started migrating my animation workflow from 3ds Max to UE5.6’s built-in tools. UE5.6’s animation system is now more mature, with robust support for Control Rig, Animation Blueprint improvements, and Motion Warping for dynamic character adjustments. I’m developing an advanced controller rig to streamline complex animations.
As shown on Discord, once it will be finished it can significantly speeding up iteration. However, the rig setup is still in progress, particularly for advanced facial animations, procedural secondary motion and some other interesting things show in discord.
Thank you for your support and for your consideration!