They want to remove Blueprint in UE6

People vote with their feet. Unity had the same cocky attitude so did many others. I been in it a long time 37 years. They could have messaged it better everyone can admit that.

They could have provided a conversion tool to Verse in the presentation. Verse was created because programmers hate Blueprints (this is from my experience) they want to convert everything to C++ as soon as possible.

The excuse is merges and managing the code base. A lot of devs work dirty and nobody can tell what is going on in the BP so they just want to delete it and recode it in C++.

This is the reality I have seen for years now. I love the engine as it is, I don’t need to make a choice right now. I can literately use this version of the engine for the next 30 years if I live that long.

  • They can just stop using this engine
  • Keep using the older versions of the engine
  • The AI thing seems to be a move to allow users to use AI which would prevent them from publishing on Steam, this might not be what motivated this move but Tim posting about Steam’s decision about AI was interesting.

Single-player games aren’t going away.
Especially since creating a multiplayer game alone on your own—even with all the resources available today—is rarely a good idea.

Robloxification niches isn’t for everyone.
Creating content is what might perhaps become…

Anything that can be placed in a level is built on actor. Drag a mesh into the level and it is converted to an actor. Pawn is built on top of actor.

game instance isn’t an actor, can’t be placed in a level, but can be made as a blueprint. It never has to interact with an actor either if you don’t want it to. One could make their game instance class just do things to ai and player controllers, or player states. Or just make game instance a storage for global vars. Likewise for game mode, aside from defining default pawns it’s actor agnostic.

Can you build an interactive light and switch, door, elevator with a game instance? Can you put a game instance in the actual level?

No, that’s kind of my whole point. BP actors rely on actors because that’s their native parent class. But blueprints don’t have to be actors if they use another class. If the new generic entity class used by scene graph in the new framework were exposed to blueprint, one would likely be able to make a bp with it as a parent and drag it into a level. If 6 is shipping with BP support, I would imagine the new entity class will be able to be a parent of blueprint classes (with some limitations, like no traditional addable components). At least in early builds. If they make a few common children of entity to replace things like character, it may have enough standard features rolled in (like mover) so people don’t panic if they can’t add a movement component to their new pawn-ish entity.

Actor
├─ SceneComponent root
├─ ActorComponents
└─ Event Graph does whatever

Entity
├─ Transform / Scene node data
├─ components / fragments / traits / whatever Epic calls them
└─ systems operate on those

So basically, Entity + Transform + something like VisualVerse (hypothetical) can be done. It is similar in practical use, but not Blueprint as we know it. Basically it would do the same kind of things Verse/systems do on the entity. If you don’t want graphs, you can just write Verse script directly.

They tried some graph attempts seems, they said on the presentations couple of times in Q&A but results were not successful enough (not sure what are details). It would preserve visual workflow, but not necessarily preserve Blueprint’s “do whatever anywhere” freedom which is the trade off they are making.

For average user I think that would solve a lot of problems. I think there would be something sometime anyway either Epic or Plugin. Which you can do things like

TryAccessComponentFromOwner(Class=EntityTransform)->MoveEntityTransform(Vector)

For bigger games need technical persons anyway who can mold code for middle users to do job, we will write systems and expose Verse molded classes and when they open with a graph will see special nodes designed for that specific classes.

as said I am ok with anything, I would like UE to be not damaged in the process but not also become do everything engine with the current direction of engine in multimedia.

I feel also like Unity was following Epic, now Epic following Unity a bit at least :slight_smile:

Genshin also already robloxified with “Miliastra Wonderland” - its kinda everyone doing this now.

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I don’t really understand this. As I understand, UE5 is already multi-threaded, just not on the game thread - and unless you’ve done some really intense game logic, the main bottleneck for UE5 games has primarily been GPU performance and RHIT (which is CPU, but is already multi-threaded in the current version).

So you could technically squeeze some more performance out of the game thread for CPU-limited games, but for most games tearing up the BP workflow does absolutely nothing to alleviate the main bottleneck of most UE5 games.

With the current memory market being what it is GPU and VRAM are going to continue to be the main issue for a long time.

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That’s what I meant, game thread :slight_smile:

The benefits will also be a double-edged sword if the the Verse compiler’s error checking isn’t bulletproof and people start finding the Verse entity they just made breaks because some sloppy code wasn’t thread-safe. To be fair, AI tends to be good at finding the culprit for a nullptr or race-condition in a block of text after the fact, so the code would usually be salvageable. But if you’ve got a bunch of artists writing verses who don’t know the difference between a game thread and dental floss (nor how to explain the problem to teh LLM bot) there’s bound to be tons of real life cycles wasted summoning annoyed programmers or engineers to fix it.

Granted, some this could be avoided to an extent if Verse entities and functions had to be explicitly flagged as thread-safe in the details panel (like how some anim bp stuff does). But that would just lead back to bottlenecking whatever thread the artist slop is dumped into.

Thread safety is fundamentally guaranteed in Verse through a transactional memory model. By running code inside automatic, atomic transactions, the runtime eliminates traditional multi-threading issues like race conditions and data corruption, allowing game logic to execute safely without needing manual locks or mutexes.

Automatic Mutual Exclusion: All synchronous (non-async) operations are treated as atomic. This means adjacent expressions execute uninterrupted within the same update loop without context-switching, acting as if they are wrapped in an automatic mutex.

Transactional Execution: Operations are tracked by the runtime. If a failure or out-of-bounds error occurs, the transaction aborts and cleanly rolls back any side effects without crashing or causing undefined behavior.

No Manual Locks Needed: Because the system is designed to handle concurrency transactionally, you do not need to use thread locks, avoiding the risk of deadlocks.

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That’s excellent if it works as advertised. Though I can’t help but wonder if the engineers at Epic may have underestimated artists and our preternatural talent to break all the things when code is involved.

Then again, they also figured out how to make a mesh with millions of polygons render as fast as a box with 12 triangles, which everyone thought was impossible before Nanite. So maybe I shouldn’t be so cynical.

I really wonder what the downsides of this will be.

Its not like 99.999% indiegames ever would need this to begin with, even if only BP was used to make a game, and it seems to overcomplicate basic things quite a bit.

If it works like advertised though, and doesnt cause a mess, it will either cause unoptimized messy games (because people stop caring and putting effort into things) and/or allow those more skilled to go beyond what the previous limits were.

Guess we will have to wait and see where this will end up.

But still, visual editor for verse files please.

Ok - looks like this is something it would be best if I take the lead on then. UE is my hobby. But I’ve got relevant tech experience for the discussion. Will put some structured notes together and then post.

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Absolutly understand. I have very severe dyslexia - so without a visual environment like Blueprint my error rate goes up significantly. Loosing blueprints would mean abandoning UE - which given I’ve been working on a hobby game for 5 years would be really upsetting.

You won’t lose Blueprints.

You will just not have them available in UE7, just like the folks at UE3 lost the kismet scripting language if they migrated to UE4 / 5.

I know several Korean studios still solid at work on UE3 with no plans to change.

Re-read Transactional Execution section.

Unoptimized games made with BP is an everyday thing. You’re on the forums. You see it daily in help posts.

How many posts have you seen over the years where people are manually replicating movement rotation in the character class?

Most of it comes from not actually learning about the tool you’re using and simply paddling on the surface.

Bad coding is just bad coding. It’s seen everywhere regardless the engine or language.

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People would be shocked by all the things the engine has already done—stuff that others have to build completely from scratch just because they don’t have the knowledge :eyes: