Just joking btw about “we are the product.”
As far as I understand, many graph-based systems will stay: Materials, probably Substrate / MetaSounds etc. Graphs/Designer facing things for plugins like gameplay camera etc. will stay.
I am not sure about UMG though, and I am also wondering what the workflow is going to look like for plugins / frameworks like GAS or even GameplayCamera.
For example, a lot of current Unreal workflows are not just “Actor Blueprint scripting.” They are editor tooling, UI, animation, gameplay framework integration, exposed C++ classes, asset workflows, and so on.
Let’s say we have some GAS effects, this effects tags detected by Camera to change its statemachine/rig, then maybe I want gameplay camera call back something maybe even GAS. What do we do, this goes on Verse or we wrap some C++ function to call to avoid verse ?
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Edit: I also suddenly realized GameplayAbility graphs.
What will happen to them?
GAS could maybe maintain its current workflow almost unchanged, but with some internal differences. Or GAS itself may also change, with Verse-authored abilities. Or maybe GAS gets its own dedicated graph layer, while the C++ core stays mostly the same and we expose/wrap functionality into that graph.
That is another workflow question for me, because GAS today is not just Actor Blueprint scripting either. A lot of ability logic, tasks, events, tags, effects, animation, UI, and camera reactions can be wired through GameplayAbility Blueprints.