UNAmedia

UNAmedia Software solutions since 1994. Specialized in mobile apps, interactive media, video games (

UNAmedia is a software house with a long standing experience in bespoke software development. The firm operates in the fields of video games, interactive media, mobile apps and enterprise-class web applications. Specialized in Unreal Engine 4, C++, Objective C and Java native solutions.

14/04/2026

A new Control Rig asset for Mixamo characters in Unreal Engine.

As part of the new release of *Mixamo Animation Retargeting 2* for Unreal Engine, it can be used in the Sequencer for authoring and editing animations directly inside the Unreal Editor.

Features:
- Adaptive rig designed to work with any Mixamo character
- Seamless IK/FK switching
- Advanced reverse foot control
- Layered support for animation editing
- Root motion support

02/09/2025

Hello everyone! We’re happy to announce the release of the new version 1.10.0 of MultiWorld.

The update is available on Fab for UE5.4, UE5.5 and UE5.6.

# New features

- Input Mode is automatically handled when switching between worlds. The feature is enabled by default and makes the common pattern of setting the Input Mode in the BeginPlay of a Level to work out-of-the-box also with MultiWorld, not requiring any change to existing code and allowing the Level to be tested directly with Play-In-Editor or with a simple OpenLevel.
For advanced scenarios, the feature can be controlled by FMultiWorldLoadParameters::bAutoHandleInputMode and UMultiWorldStatics::SetAutoHandleInputModeForMainWorld(). Read more at "Input Modes" in the documentation.

- Added functions UMultiWorldStatics::EndWorldWithDelegate(), UMultiWorldStatics::EndAllWorldsWithDelegate(), EndWorldAsync BP node,EndAllWorldsAsync BP node.

- Added the function UMultiWorldStatics::GetWorldPtr(), to retrieve a UWorld * given a FMultiWorldHandle.

- Added the property FMultiWorldLoadParameters::URLOptions, it’s an optional string of options like the ones passed to the standard OpenLevel function. For example it can be used to instantiate a custom Game Mode in the loaded Level setting it to "?Game=".

# Bug fixes

- Fixed UMultiWorldManager::LoadWorldAsync() failing to load the same map multiple times.

- Fixed an assert firing when using the World Partition.

- Fixed an assert firing when using the World Composition in PIE.

# Migration notes (from v1.9)

- the new feature "Auto handling of the Input Mode" introduces a breaking change, since it’s enabled by default. We suggest to update your code to take advantage of the new feature, because it simplifies the Worlds’ initialization code and makes them able to work also when launched directly (helpful for testing them).
To use the new feature in normal use-cases, you should simply move your code that configures the InputMode in the Levels’ BeginPlay method, removing the implementation of the IMultiWorldActorInterface interface if no more needed.
If instead you prefer or need to preserve the old behavior: call UMultiWorldStatics::SetAutoHandleInputModeForMainWorld() once passing false during your game initialization; then set FMultiWorldLoadParameters::bAutoHandleInputMode to false on each call of the LoadWorld*() methods.

- Function UMultiWorldStatics::EndWorld() is marked as deprecated and will be removed in a future update. Call UMultiWorldStatics::EndWorldWithDelegate() or the EndAllWorldsAsync BP node instead.

Hot-fix v1.2.5 for Google Analytics Measurement Protocol for Unreal Engine 5 is now available on Fab.It fixes the automa...
21/05/2025

Hot-fix v1.2.5 for Google Analytics Measurement Protocol for Unreal Engine 5 is now available on Fab.

It fixes the automatic configuration of the plugin in UE5.5.

Easily log application and game events to Google Analytics, using a native cross-platform implementation. No third-party dependencies are required and it's compatible with any platform supported by Unreal Engine, including desktop, mobile and consoles.Trailer VideoTutorial VideoDocumentation and API...

Cardboard VR v1.5 for Unreal Engine adds support for 2024 iPhones and improved head tracking.The new version of "Cardboa...
17/12/2024

Cardboard VR v1.5 for Unreal Engine adds support for 2024 iPhones and improved head tracking.

The new version of "Cardboard VR" (v1.5) for Unreal Engine is now available for UE5.3, UE5.4 and UE5.5. Here what's new:

- Upgraded the "Google Cardboard SDK" to version v1.27.0 (for UE5.3 and later).
- Added an optional low-pass filter to stabilize the velocity for the pose prediction of the head tracker. It's enabled by default and can be customized in the plugin's Project Settings.
- Added support for 2024 iPhones (iPhone 16, iPhone 16 Plus, iPhone 16 Pro, iPhone 16 Pro Max).

We are one of the Featured Sellers on Fab! 🎉Here you can find the list of our plugins for Unreal Engine on Fab: https://...
14/11/2024

We are one of the Featured Sellers on Fab! 🎉
Here you can find the list of our plugins for Unreal Engine on Fab: https://www.fab.com/sellers/UNAmedia
In the meantime, we've already started working on updates to add UE5.5 support. We'll be sending them to Epic in the next few days.

A quick update!- We've already started working on porting all plugins to UE5.5, so we'll be ready to release them when t...
04/10/2024

A quick update!
- We've already started working on porting all plugins to UE5.5, so we'll be ready to release them when the stable version is available.
- Thanks to Epic Games, all our plugins will be available on Fab soon. The process should be completely transparent for all of you!

Great news! Our Google Analytics plugin for Unreal Engine 5 will also soon support GA4.More news in the coming weeks.
23/02/2024

Great news! Our Google Analytics plugin for Unreal Engine 5 will also soon support GA4.
More news in the coming weeks.

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