They want to remove Blueprint in UE6

Himm, that’s an interesting insight. For long term can be better, can have it’s own advantages. Rather than adopting something that can work like C# , let’s go clean slate and make things right “once for all” could be the mindset of a new invention of a bit upper language which is Verse.

@Yaeko Even I know C++ and many others which I don’t write anymore (that includes Vanilla PHP too) we all have to learn Verse since C++ have to support / expose Verse and it’s ok I don’t have problems with it, I just wondered why not C# (It’s asked on the presentations of Epic as well), still maybe when it’s in Unreal and when we get our hands dirty, it would make more sense to me.

I will use UE4/UE5 for as long as possible until there is better visual scripting alternative (UE7???).
As for UE6 it seems UEFN devs are the target audience. Epic did survey for UEFN devs, not UE5 devs about what visual scripting they would like. UE6 = UEFN2

by the time UE7 is out (2036 or so) its probably really all just AI, so its unlikely we will get a replacement if we dont make epic finish the “scratchpad” they had in UEFN at some point.

This seems correct and very unfortunate. ‘Robloxification’ is not a direction I am happy to see.

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My intention is not to turn this into a debate. After reading all 180+ messages, my take is that most people are missing the broader point.

The changes are a business decision: UE6 addresses the need to maintain two major, partially overlapping development streams by bringing them together into one engine that can support both traditional standalone projects and Fortnite-native experiences.

There is also a vision of what a “real” metaverse could be. To get there the industry needs greater interoperability through shared open standards and tools. Some already exist; others still need to be developed.

In Epics eyes Verse is part of that solution. Not my words: https://youtu.be/5prkKOIilJg?t=21

That talk was three years ago. My interpretation is that Epic may have since, like said above, concluded that maintaining two separate high-level gameplay programming models would be costly and fragment the future framework.

Whether others adopt those tools is secondary. It is simply a consequence to what they consider progress.

Sweeney literally compared it to Roblox. According to him, the only difference is that it will go the way of quality content, which will of course be created by LLM. So it will be rewritten for multiple cores and the base, which will be Fortnite/UEFN, will integrate tools from UE5 not only for games.

but blueprints, umg… will be depreciated.

For me as an indie developer, UE5 is final end. I have the whole game in bp in early acess and I would not have done it in code myself. It is not about quantity. But about amount of work in overall and readability. Visual scripting is something that I quickly get used to and as a mild dyslexic/dysgraphic I do not have much overview of the whole flow in code. I just do not see it. It was my first job on UE3, kismet got me, bp gave me what no other engine could not. But it is stupid to waste another x years from the foundation with something that I do not know, I have problems with it, everything is work in progress (btw metasounds, water plugin…) and they change it under my hands..

If Sweeney has a vision that is supposed to be final sometime within ten years, it’s hard to expect it to be polished and stable sooner.

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Thats 3 years old video.

You’re missing the point. Read the last part of my interpretation.

Epic wants to control Unreal’s key technologies so it does not depend on external licenses. With UE3, it could not fully open the engine because it included third-party middleware. Scaleform, the old Flash-based UI system, was one example: Epic could bundle it with Unreal, but it did not own it, and Autodesk later discontinued it. That is why Epic now builds or buys things like Chaos, Verse, Quixel, MetaHuman, and Niagara: no outside company can change the license, discontinue support, or block Epic from distributing the full engine.

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Well. But you can see that they tried.

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Oh GOD Scaleform GFx… Even as a Flash developer back in the day I hated it.

Back in the days on UE2 I ran a UT dev site under PlanetUnreal. The site had a lot of Flash components.

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ps: and honestly. After the experience of making games in UScript, I simply do not go to UE6. They would have to be really trustworthy.

P.S.: And honestly, the fact that it’ll be faster to generate code using LLM - which I don’t fully understand and will still have to go through anyway if I need to optimize it or fix a bug - is a trap for indie developers.

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I’ll add one more thing: if anyone thinks that the “Unreal Engine is Ruining Gaming” attitude is bad now with BP, just imagine how much worse it’s going to get with Epic leaning even harder into AI integration with Verse for UE6.

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I am starting to think that AI is actually not that dumb compared to humans.

Who the hell cares about Fortnite? Is anyone still playing it?

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Why Inventing a new language?

Because current AI, if you ask it for help in C++, can’t distinguish between Unreal Engine and pure C++, so it makes many mistakes. Using Verse allows AI to focus on a language that is exclusive to a specific ecosystem, therefore the results are better

We can create a thing called LoRa which forces a base model to drop all of its bias towards std c++ and specifically learn Unreal Engine C++ grammar.

You can also create “skills” and agent constraints, usually inside an AGENTS.md file that teaches a agentic terminal (Hermes / Claude / Codex) to follow programming conventions and project-specific architecture rules.

The actual problem is that EPIC appended their EULA to forbid that kind of training, so you will never see an actually proficient unreal engine specific coding model uploaded to a Hugging Face repo, from where everyone could grab it and use it.

The second problem is that, because you can’t train them, the LLMs will hallucinate then create mistakes and exponentially burn tokens making you exponentially waste money in the process. Tokens are expensive.

Suggestions:
Ask any GPT why Verse was created instead of using C# or etc
Read the language documentation. Don’t try to guess the answers
Learn the difference regarding scripting languages ​​before comparing this to C++
Avoid outdated arguments that add nothing to the discussion


Verse - Summary of Key Advantages

1. Logical Variables + Unification + Failure

Practical use:
This solves the problem of writing code that queries for values satisfying a set of constraints without manually defining every possible execution path. A simple real-world example is validating a game configuration, such as: “Find a sword that provides exactly +50 damage, costs less than 300 gold, and belongs to the sword category.” Instead of writing multiple nested if statements or loops, you simply declare the constraints and let the system perform unification automatically.

Why it’s superior:
Failure propagates naturally, eliminating the need to handle exceptions or error conditions throughout the code. The result is a much more declarative and concise style, while avoiding many logic errors caused by manually managing all possible combinations. This is particularly powerful for gameplay rules, procedural generation, and data validation.


2. Spatial Choice (Choice as a First-Class Structure)

Practical use:
This solves problems involving multiple possible outcomes in a clean and expressive way. Examples include generating every valid spawn location for an enemy, every possible loot combination for a treasure chest, or every valid route through a puzzle.

Why it’s superior:
Instead of relying on recursive backtracking—which is difficult to debug, consumes stack space, and mixes problem-solving with control flow—the set of alternatives is represented explicitly as data (Choice). This makes behavior predictable, easy to inspect, parallelize, and optimize. The programmer can clearly see the “tree of possibilities” and transform, filter, or combine it with other operations while preserving deterministic behavior.


3. one() and all() Operators

Practical use:
These operators solve the common problem of choosing between finding a single valid solution or enumerating every valid solution.

For example:

  • one() can be used to find a valid path for an NPC to reach the player—only one solution is needed.

  • all() can be used to list every weapon the player can currently craft with the available resources.

Why it’s superior:
The programmer explicitly expresses intent (“one solution” vs. “all solutions”) instead of embedding that decision into the search algorithm itself. This avoids the common tradeoff where generators either compute everything unnecessarily or stop too early. The resulting code is clearer, safer, and gives the compiler or runtime more opportunities for specialized optimizations.

  1. Others
  • Controlled determinism: Although multiple possibilities (Choice) may exist, the language can preserve deterministic semantics for how those possibilities are explored, making behavior more predictable than callback- or event-driven systems.

  • Constraint composition: Instead of writing step-by-step algorithms, you describe the properties that a valid solution must satisfy. This makes it much easier to combine rules in a modular way.

  • Separation of logic and search strategy: The logic defines what is valid, while operators such as one() and all() define how to explore the solution space. This reduces coupling between the algorithm and its execution strategy.

  • Query composition: The results of one search can naturally feed into another without writing intermediate loops. This is similar to database queries, but applied to general program logic.

  • Implicit backtracking: Many retries and failures are handled automatically by the runtime, eliminating much of the control-flow code typically required for search algorithms.

  • Better compiler optimization: Because the program expresses high-level intent rather than imperative execution steps, the compiler has more freedom to reorder operations, parallelize execution, or eliminate unnecessary work.

  • Greater expressiveness for rule-based systems: Crafting systems, inventories, permissions, dialogue trees, quests, and gameplay rules tend to resemble the problem specification much more closely than their implementation.

  • Incremental execution: When a constraint changes, declarative models can often recompute only the affected parts instead of rerunning the entire imperative algorithm.


Overall

These features enable a high-level declarative approach to solving search, constraint, and content-generation problems—the kinds of problems that frequently arise in complex games such as Fortnite.

The result is shorter, more maintainable code, fewer opportunities for bugs, and programs that the compiler or runtime can optimize more effectively than traditional imperative implementations.

Very bad take. I am a professional Unreal developer with 10 years experience. It’s much faster to concept in blueprint. It isn’t about how far you can take it vs. something else. It’s about simplicity of not messing with Visual Studio and compile times while you are iterating quickly.

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