Preface I have written some articles (include a chapter in my book) to explain the rendering procedure of unreal engine 4. However, after ue 4.22, things changed. Epic refactored the rendering pipeline and given a new name called Mesh Drawing Pipeline . I really recommend reading the original document . I want to take some time to talk a little about the new pipeline. The official document is for a professional developer and marked out almost all essential points. I read each word carefully to catch up with the idea behind it. Then I decided to write this blog. I want to talk about its architecture into details instead of just the updated part. I'm not a native English speaker, so if I wrote some confusing sentences, please tell me :D The mini-map of rendering I want to briefly talk about the process of rendering in ue4 to make you can understand. Actually, for rendering, there are two directions. First is `how` second is `why.` How is about the step...