Regarding "Verse," the new language for Unreal 6, they say it is intended to address issues with AI development in Blueprints.

My point is that, at this stage, C++ or C# could easily serve as alternatives. After all, we already see plenty of shoddy, AI-generated content; I don’t understand why they would abandon the massive ecosystem surrounding Blueprints in favor of a scripting language that works exclusively within Unreal. Requiring users to master entirely new syntax and face a steep learning curve just for the sake of a proprietary language is a terrible trade-off. It reminds me of the early days of Blueprints—except Blueprints were at least simple, and because they were built on C++ reflection, you didn’t have to start from scratch. To me, this feels like an unrealistic strategic move by upper management to push UEFN and draw more indie developers into the Fortnite ecosystem—even though we don’t actually need this kind of expansion.

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Wasn’t it always Epic Games’ intention to make the Unreal Engine accessible to the masses? To make game development as easy as possible while still remaining flexible? There has always been plenty shoddy content out there, not just since the raise of AI.

With the capabilities AI has today, soon no one will need to learn a programming language any more. No c++, no Verse, not even Blueprints. It’s kind of sad for us coders, but it opens up opportunities for anyone who is new to the engine.

I hope that blueprints will somehow be revived as an engine plugin.

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I think the main point is that AI can work with code, but not with blueprints.

Unless something radically changes, writing stuff for yourself will always be better than AI.

I really like the idea of a blueprints plugin :smiley: