Epic Games gave developers a taste of what would be coming in the next Unreal Engine updates late last month, showcasing a preview featuring new animation tools, platform SDK compatibility and more. Now the studio has release Unreal Engine 4.14, with a massive amount of new features to play with, including more support for PlayStation VR.

For virtual reality (VR) developers there’s plenty of improvements to start using, such as landscape editing in VR. Users can now create and sculpt terrain and paint landscape materials using motion controllers. Epic Games notes: “You can summon the Landscape Editing tools from the “Modes” panel on your Quick Menu. Then choose a brush from the UI and start painting! If you hold the “Modifier” button on the motion controller, you can erase instead of painting.”

PlayStation VR support also features heavily, with new layer support for SteamVR and PlayStation VR, and PSVR support for multiple framerate targets. The latter means that Unreal Engine 4.14 now supports native 90Hz to 90Hz reprojection and 120Hz to 120Hz reprojection on the headset

The engine now supports loading movies on Oculus Rift, Gear VR, SteamVR, and PlayStation VR. These run on the rendering thread, and can mask framerate hiccups as developers load up content.

As always with these releases there’s so much information we’ve just picked the VR focused elements, all of which can be seen below. For Epic Games’ full changlog of updates head to the blog. VRFocus will continue its coverage of Unreal Engine, reporting back with its latest VR improvements.

Editor and Tools – VR

New: You can now instantly reset the world’s scale to its default by tapping the touchpad button while gripping the world. This makes it easy to get back to your “Player’s Size” while editing.

New: You can now disable VR Editor Tutorial in Editor Preferences > Experimental > VR.

Bugfix: Fixed an issue with blurry toolbar icon when “Use Small Toolbar Icons” was enabled in the Editor Preferences.

Bugfix: Fixed various issues and regressions with Mesh Paint in VR:

Brush preview not being rendered for lasers/mouse when not actively painting.

“Full press” over actors that was preventing the UI from being clickable.

Brush cursor displayed when hovering over UI (including selection bar/close button).

VR transform gizmo getting in the way of everything while painting, it is now hidden while in Mesh Paint mode.

Not being able to fully interact with UIs after messing around with Mesh Paint

VR