Our March “Ask Epic” is almost upon us, and this time our team of experts will be answering your questions about Verse. A lot of news came out of the State of Unreal at GDC 2024 and we’ll be taking your questions about Verse Persistence, Scene Graph (which will enable you to dynamically manipulate almost every object in your game, alongside a new prefab system) and more.
Team members will be joining us live on the forums on 2024-03-28T07:00:00Z to answer your questions.
Submit your Verse questions directly to the expert members of our team. Ask about feature insights, development guidance, career advice for coders, industry questions, and of course, what you’re wondering specifically about Verse!
Make sure to check out the backgrounds and expertise of our special guests featured below.
Do you have a question for us? Ask away by replying to this post! Please see the rules below for posting your questions.
MEET THE TEAM
Kurtis Schmidt / Technical Director, Framework
Kurtis Schmidt is the Framework Technical Director on the Unreal Engine at Epic Games. He’s been working on game engine technology for the last 13 years. Since joining Epic two years ago he has been working on the creation of Unreal Editor for Fortnite, the Verse programming language APIs, and leading the creation of the new UEFN scene graph. Previously, Kurtis was the Director of Technical Product for the Frostbite Core Engine group at Electronic Arts, where he led the visual scripting, entity component system, 3D scene editor, networking, and low-level subsystem teams.
Neil Henning / Principal Language Programmer
Neil Henning is a Principal Language Programmer on the Verse team at Epic Games. He’s been working on compilers for 15 years, and since joining Epic two years ago, he has been working on the transactional memory system that underpins Verse.
Andy Sonnenburg / Principal Language Programmer
Andy Sonnenburg is a Principal Language Programmer on the Verse team at Epic Games. He’s been working on compilers for 10 years, and since joining Epic two years ago, he has worked on many parts of the BetaVerse compiler, including parametric polymorphism, constructor functions, named parameters, and lately persistence, as well as the reference implementation for MaxVerse.
AMA GUIDELINES:
- Use the Reply button at the bottom. Please read through the questions to see if your question has already been asked, before posting your own.
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- Posts not following these guidelines may be removed by moderators to keep the AMA flowing smoothly.
Thank you!
Flak