We need something more user-friendly for version control: better support for merging and copying, and sometimes simply a faster way to add variables.
On the other hand, not having a visual scripting system feels like a very risky decision. I hope they find some kind of magic that lets you move between written Verse and visual Verse without losing your mind.
Because honestly, I can already picture syntax errors everywhere, and I am sweating just thinking about it.
Some people say that AI will make Verse easy to use, but AI is not a magic solution for that level of complexity.
I started using it to create specific functions in C++, and it is incredible: it saves a huge amount of time and can generate functionality beyond your current abilities—things that could become a complete nightmare in Blueprints.
But I tried building an entire system in C++ just to see how far I could push it, and it got out of hand pretty quickly. Once you have thirty or forty files, it is no longer enough for AI to write code for you. You need to genuinely understand c++, the architecture, the dependencies, what calls what, and why something stops compiling because you changed one tiny thing.
The hardest part is when you want to add things or change something.
Verse will be the same in the end. At some point, you will have to go into the code yourself to understand what is happening, trace dependencies, follow function calls, and fix problems that AI cannot solve for you. AI can speed up development enormously, but it does not replace having a clear mental model of the system.
But there comes a point where you need to create gameplay rhythm yourself: add a delay between two functions, give the moment some breathing room, and not need to call a programmer just to adjust something that basic.
On the other hand, Epic does not live off indie developers making small projects entirely in Blueprints. A lot of programmers simply dislike visual scripting. And many mid-sized studios choose their engine primarily around the needs and preferences of their programmers.
Removing the Actor-based framework could be another move in the same direction. Both changes could make Unreal feel more familiar to Unity users. Many of them do not like Unreal’s framework at all, even though they eventually end up creating the equivalent of a GameMode, PlayerController, and everything else anyway—just with their own names.
The move from Behavior Trees to State Trees already points in that direction: fewer “nodes connected by wires forever” and more of a system built around states, tasks, and transitions, which feels much closer to how someone coming from Unity would structure things.
I can’t use it; I feel like I can’t catch my breath.
A horrible, grey bureaucratic world when dont place for spaghetti code with variables named NewVar_45
But removing Blueprints altogether won’t happen until 2050 at the rate they change things. I mean, there are still legacy systems and code from Unreal Engine 3 buried inside the engine today.