Many of you have helped us bring CE 5.4 to release by participating in our Github-powered beta program and test our preview builds. Your feedback, pull requests and open discussions about the builds were invaluable and we want to thank you for your lively participation and collaboration. This is your release as well as ours and we are looking forward to your feedback and ongoing participation in development of CRYENGINE. You are true CryENGINEERS and we are proud and happy to have such a great community by our side.
Contributors
We would like to say a massive thank you to the following for their valuable contribution in the making of this 5.4 release of CRYENGINE.
Shivam Mistry
sorbetsandwich
gdeban
uniflare
Chylix
ochounos

How to get your hands on CRYENGINE 5.4 :
Release Highlights Substance IntegrationNew to CRYENGINE?
Get started with CRYENGINE 5.4 by registering & downloading here! It's royalty free and Pay-What-You-Want under our PWYW license agreement.
Upgrading from an older Version?
If you are upgrading your project from CRYENGINE 5.3, please read this topic: Migrating from CRYENGINE 5.3 to CRYENGINE 5.4.
For more information on Code Interface Changes, see the Important CRYENGINE 5.4 Data and Code Changes article.
Upgrade Paths
If your project was created using a C++ or C# template, and you have not modified its source code:If your project was created using a C++ or C3 template, and you have modified its source code:
- Create a new template of the same type in the CRYENGINE Launcher, and copy your modified assets over. This is much easier than fixing the template code to match the new engine interfaces.
- You will need to manually fix code errors caused by the engine interface changes, please see the aforementioned Code Change Article for more information on what has changed.
Both internally and externally we have seen the industry embrace the concept of harnessing procedural texture creation to extend the usage of individual assets. For some time now, our internal teams have actively used Substance in their workflow so it is a logical addition to be supported within our Sandbox Editor. [Read More]
Substance Viewport Shader
Also in release 5.4 we bring you a custom Substance Shader that has been designed to match the viewport shading of Allegorithmic's Substance Designer and -Painter software. To download the tool and for more general information follow the link underneath the image on the right. [Read More]
Terrain System Upgrades
For many years now one of the most heavily requested upgrades to the Engine is that of the 3D Engine, and specifically the Terrain System. In 5.4 we have added several terrain features that allow for the blending and integration of separate objects into the terrain mesh. This dramatically extends the possibilities of current terrain editing tools, allowing for a much higher level of detail, overhangs, or terrain over the objects and therefore much greater flexibility.
Vulkan API Support [Beta]

Entity Components

For more, check out our Entity Component Use Case Tutorials.
Expand on your previous workflow with How to Combine Components 1 - Rigid Body & Particles and 2 - Collectibles & Power Ups.
Extended Detail Bending (Robinson Tech)

C# Templates

- C# Plugin
- C# 3rd person
We are going to add more C# templates in the future.
Asset System Updates

CRYENGINE Pull Requests

Additionally, we provide a full guide on how to submit Pull Requests against our branch here.
Photoshop Ultimate Texture Saver
Also in release 5.4 we bring you an extension to Photoshop - the Ultimate Texture Saver. This feature has been developed to make life much easier for Texture Artists and replaces 8 separate files with just 1. To download the tool and for more general information click here.
Particle Presets
Also in release 5.4 we bring you the Particle Editor Presets Library. This new feature comprises a comprehensive list of predefined particle effects such as explosions, fire, embers and smoke that can be added to your level from the off. [Read More]
Anti-Aliasing
Also in this 5.4 release, we are introducing some new Anti-Aliasing techniques that will even further improve our graphics quality. [Read More]
Currently, we support the following methods:
- SMAA and Temporal Antialiasing
- Temporal Supersampling (TSAA)
- Supersampling
You can now add objects to a group and link them through the Level Explorer.
Project Launcher Tools Updated Documentation
Finally, in release 5.4 we bring you some updated documentation for the Project Launcher Tools.
And that's all for now, dear CryENGINEERS. Big update indeed and many new features to test and improvements to weave into your workflows. We can't wait to hear all about your feedback of the new build and have established a dedicated feedback thread, here. Keep using the Crash Reporter of course, if necessary and submit your Pull Requests through GitHub.
Some features didn't make it into 5.4 although we worked very hard to make it happen. But we'll keep you in the loop on our progress and the next CRYENGINE 5.4 updates for sure, so keep an eye on our blog, the official forum and of course, Facebook & Twitter.
You can read the full Release Highlights and Change List in our documentation pages.
- The CRYENGINE Team