They want to remove Blueprint in UE6

Yeah, so, Twitter not happy, reddit not happy, and Epic still not saying “we will offer a replacement”, just “we believe”: Unreal Engine on X: "Hey Everyone. Our aim is to ship Early Access for UE6 by the end of 2027 and Blueprints will be supported in Early Access and the initial UE6 releases, but deprecated in the future. Deprecation will mean a feature continues to be available without improvements, then is" / X

At least, thats the current state of affairs.

Come on Epic, you are shooting yourself in the foot with this.

7 Likes

It’s been reported that Verse will have a Blueprints/visual scripting alternative called “Verse Canvas”.

Are there Sources for this, because it contradicts what people who are visiting Unreal Fest currently say on Reddit → no replacement at all.

And, tbh, if there was a “Verse Canvas”, why would Epic go and double down like they just did instead of just saying: “yeah, there will be a replacment”.?

4 Likes

Hello all, I have created a petition to help convince Epic Games to keep support for blueprints in UE6, Please sign it and hopefully we can bring our frustrations to their attention: Petition · Urge Epic Games to retain blueprint scripting in Unreal Engine 6 - United States · Change.org

4 Likes

If they remove blueprints i have no reason to stay on unreal.
Literaly blueprints is the reason why i moved from unity to unreal if they remove it i’ll move to godot or unity.

6 Likes

don’t change anything the 5 years spent to learn it will go to waste and you will go back to the first day you opened unreal

4 Likes

To my understanding the future of gaming will all be Ai generated

1 Like

I highly doubt that AI will be good enough, cheap enough, and feasable enough for normal prople to work with in 2030, heck, even 2040.

When they showed the city-slopping at Unreal Fest, it burned through stacks and stacks of tokens, and the endresult was the most generic and unfinished american city imaginable, and it didnt even look good. (Not that american cities are a pleasure to look at, but I have seen better.)

Even the much smaller room-slopping just is slop, and was slower than I would be manually dropping the stuff in (you can see the slop-timer on the right)

Even manually creating the stacked books etc. in Blueprint would be faster than making the AI do it and slop around 5 times until it looks half decent. (It takes like 10 nodes of BP to get the book size and randomly stack them based on their bounds)

Then they showed the AI burning through like 10k tokens to change the sky, which is like 3 clicks in Ultimate Sky, a $30 or so (on sale) asset on Fab.

And for that, they kill Blueprint - something thats at least a decade away for “us”.

============
And then they are like, in the video “Every step here is a creative decision that you are making” - no, its not?? the AI is the one slopping something roughly based on what the prompt was, there is no creative decision involved, its very random.

:anger_symbol:

7 Likes

I am upset by the news that epic want to not only remove blueprint but not provide any form of Visual Scripting for verse. This sucks. Fix it.

3 Likes

How Unreal Engine 6 is Changing Coding | Unreal Sensei

Not for anybody who cares about making their games even slightly different :slight_smile:

3 Likes

That’s the problem, it’s not even random, LLMs just produce a ‘grey sludge’ averaging of everything that’s gone before. Including ■■■-head mistakes :smiley:

3 Likes

I’ve gained quite an expertise in BP and I’ve made quite a complex game that at one point was 98%+ written in BP. Despite that, I support deprecation of BPs - as long as Verse is a proper replacement.

In this video below…

https://www.youtube.com/watch?v=JvLpB_ZQHgg

…my game is in a state where it runs almost completely on BPs. It’s very performant and well organized (BPs are neither slow nor spaghetti when used correctly).

But even after gaining and utilizing so much BP experience, I believe Blueprints are bit of a trap. They are super easy to get started with, but as soon as things start to get more complex, you pay a LOT in inability to refactor, to do large scale changes and risk corruption issues that are often irreversible (reverting version control commit aside), since the format is binary and non human readable.

At some point, changing large system feel discouraging because of how many BP classes the changes ripple across, meaning lots, I mean LOTs of manual, error prone rewiring and copying.

Another big obstacle of BPs is that they, up until recently could not be read, written, edited and refactored by AI LLM models, which are increasingly used by anyone who’s not a delusional activist, and has to do the job for actual living, not just as a hobby.

Even with the use of MCP servers, the AI models will have to parse a lot more metadata about the language than they should… such as node positions, connections, socket states, etc… They will have to do much, much more work to write BP code than they’d have to do to write Verse code.

Due to these issues, I had to rewrite most of my game to Angelscript, but I am still not happy, because maintaining separate unofficial, source-built fork of UE for a solo/indie project creates a lot of overhead/friction and causes a lot of issues that waste time.

So my hope is for Verse to finally be a proper scripting language for UE that does not require editor restart for every minor change the way C++ does. C++ is a truly abysmal language that takes all the fun out of creation, and you spend more time solving the problems of the language than you spend solving the problems of your game.

From my experience, when I go from BP to C++, I usually go from ~10 new features per day to about ~1 new feature per 10 days. And Angelscript/C# experience has proven to me it’s not because of node based vs text based, but because C++ is a true outlier in terms of how terrible and unergonomic a programming language can be.

UE has been in a dire need for intermediate level, C# like scripting language for ages.

My only worry is Verse UX. Epic has proven time and time again, that unless it’s a core engine feature, no one gives a crap about UX. Epic Launcher, FAB, this forum, learning portal, they are proving it time and time again.

Verse is currently in a really bad place not because of the language but because of the tooling around it. For example Verse extension for VSCode repeatedly breaks users’ VSCode theme replacing the color scheme with it’s own, ugly one. It essentially behaves lime a malware and it’s not been fixed for years.

So on the one hand, I am all for replacing BPs with Verse, as it’s appropriate language for the future we’re heading into, but at the same time, I am really worried the Verse ecosystem will get the exact same UX/usability treatment Epic Launcher, FAB, this forum and the learning portal did.

Therefore, my conclusion is: :neutral_face:

2 Likes

It is truly frustrating that they are simply removing a proven blueprint system. This makes the code unreadable for many users all just so an AI can interpret it better. It means the human element is no longer the priority.

Sure, blueprints have their issues but why not develop a solution where both systems can run in parallel (blueprints and code)?

This is a massive disadvantage, especially for people with dyslexia. They often cannot reliably check the code themselves and are forced to rely on AI tools hoping those tools don’t make mistakes. That isn’t progress; it’s a barrier .

A modern system should offer accessibility, readability, and flexibility not remove functional tools that are an essential part of many developers’ workflow s.

I think the decision is disastrou s.

4 Likes

I hope they reconsider. There is still a long way to go.

Otherwise it’s C# vs Verse… I sure know what I would choose.

3 Likes

It’s not looking good. This is absolute trash.

5 Likes

I really wonder which smart person came up with this brilliant idea? Oh let’s remove blueprints it would be great for the only free advanced engine with visual scripting and for it’s huge community. Did whole world lost their vision with AI Slop? Does anybody even considering what will happen to AI when it’s overly used and had spent too much recources? What will happen if we have economic, environmental crisis that affects AI or wars that can affect AI Servers? Which happenned in Middle East recently. Building whole new engine based on this idea without any alternative methods is a huge risk. Nobody can surely know what will happen to AI on upcoming years. Just as we see how goverments started to control the social media restrictions. I believe Epic is trying to gamble with high risks and this could be downfall of them. I think it’s a bad idea with radically replacing a well established system without any alternative to it.

10 Likes

Hey Epic, please don’t touch Blueprints.

It’s the reason I got into the engine in the first place. I’ve invested tons of hours AND dollars into BPs, be it making my own or buying assets. It may not be an easily scalable system but it works incredibly well for us non-programmers and has built a huge community over the years.

Give us a choice to start new projects with either BPs or Verse, because I wouldn’t be interested in Verse in the first place, and so do many like myself.

7 Likes

I just realized what will happen to tons of market assets created with blueprints. It seems impossible to remove blueprints for Epic. Are they going kill their market? Is this makes any sense that Epic went to full frenzy suicide mode?

3 Likes

This is some programmer elitism bias!

1 Like