Its because people are “shocked” at first.
Just wait until they notice that UE6 (apparently) will mess up everything regarding XYZ coordinates too - go and launch UEFN, say bye to your “X:Front, Y:Right, Z:Up”.
Its because people are “shocked” at first.
Just wait until they notice that UE6 (apparently) will mess up everything regarding XYZ coordinates too - go and launch UEFN, say bye to your “X:Front, Y:Right, Z:Up”.
There HAS to be a visual scripting alternative for Verse. How could Epic possibly promote Expedition 33 as a huge success story and yet remove visual scripting, when the entire success of Expedition 33 was the ability for non-programmers to easily contribute through visual scripting. Does Epic really believe everyone should just learn text-based scripting and LLMs??? And then when there’s a weird problem or the LLM spits out weird code, it’s all up to engineers to fix the problem? I cannot believe Epic thought it was a good idea to remove visual scripting when it’s one of the biggest reasons why UE5 succeeded.
Apparently - its some kind of trend with the big companies, and epic always has been riding trends.
cough Metaverse cough (If I had to guess why Metahumans are called Metahumans… thats why - which then was succeeded by “mega”.)
I think that’s useless. I guess the reason for removing BP is that the new scene graph isn’t compatible with BP. BP works with the actor framework, which will be removed once the Scene Graph framework is mature.
Actually, I prefer the Scene Graph to the Actor framework — it’s the most significant framework change since UE3, I think.
This is the reason why they change from X/Y/Z FRU setup to LUF
https://forums.unrealengine.com/t/we-re-moving-to-the-left-up-forward-luf-coordinate-system/2540901
UE6 becomes more and more uninteresting by the day.
Will just stick with 5 for a decade and then stop making stuff, its all gonna be AI slop by then anyway.
I really dont care about deploying to Fortnite… I dont want to “Robloxify” my game, I chose this engine because of Blueprints and c++, now BP are dissapearing and Verse is taking the main role of c++? Also the Verse syntax somehow, eventho its a more recent language, looks absolutely horrible.
This years state of Unreal was more of a live massacre of Unreal Engine lol
Like I say, last time I saw context with indentation, it was FORTRAN ![]()
I am absolutely demotivated to work on Unreal Engine game project after this state of unreal, i dont care about Fortnite, i dont care about a programming language which syntax is horrible and looks like PROLOG built for “metaverse”, the closest thing we have to a metaverse right now is VRchat, and thats just 12 year olds saying slurs and degenerates.
As a software engineer for years, i refuse to learn a random language built for this “metaverse” concept which is basically VRChat+Roblox/fortnite with AI generated slop games where you lose interest in any game after 2 minutes because they are as shallow as a puddle, but thats OK! Since theres so much slop to choose from!
Thanks Epic, now i can focus on other things instead of being a game dev, since i can just prompt a new game into existance if i wanted to later on, just dont forget to add “Dont make any mistakes”.
LLMs are a massive grey sludge averaging of everything that has come before. So it can’t do anything new…
I mean…
…hear me out: Just like it is with AAA games today.
Eventually they even will replace the art and rendering with AI, as the demo they have shown implicates. (the only thing currently missing, is the ability to do that at 60fps with temporal stability and good quality - but thats a hardware issue.)
Blueprint dying is only the first step, the beginning.
Hey, they could use AI players too ( especially if it’s MMO ), then we can all step out of the picture ![]()
DLSS 5, make every slop you generate look like sexually explicit game ads!
can DLSS turn Verse into Blueprint, id goon to that. ![]()
Jokes aside.
I tried Verse, its much less efficient and fast to deal with than Blueprint, its just annoying.
Suddenly you need to look at typos, find the {}s and () and . and this and that and <> and dont mess up indentation etc.
I am literally (a lot) faster in BP than in Verse, even for the most basic things.
A “Loop” I can get in less than half a second into my BP, the full setup being less than a few seconds for a simple one. (or you skip the whole thing alltogether and just dump the entire Array into whatever you want to do. (Yes, many nodes accept arrays too.))
I’ve been working with Unreal Engine for a long time, and I want to add my perspective as someone who uses Blueprint professionally and understands how to build production-ready systems with it.
I have no interest in Fortnite, UEFN, or building within that ecosystem. I chose Unreal because it is a general-purpose engine that supports different kinds of developers, projects, platforms, and workflows. The increasing push to merge the identity and architecture of Unreal Engine with UEFN feels disconnected from the needs of many developers who are simply trying to build and ship independent games and professional applications.
Moving gameplay development toward Verse also feels like a step backwards. We have already been through the model of locking gameplay logic behind a separate engine-specific language with UnrealScript and UDK. Reintroducing that kind of dependency does not feel like progress, especially when C++ and Blueprint already provide a mature and proven combination.
Blueprint is not merely a prototyping tool. It is quick and effective for prototyping, certainly, but experienced developers can also use it to build performant, reliable, maintainable, and shippable systems. I have enough knowledge of the engine to understand Blueprint’s costs, limitations, execution model, replication concerns, and architectural requirements. Used properly, it is just as legitimate a production tool as any programming language in the hands of a capable developer.
Replacing or deprecating it should therefore require a very strong technical justification and a clearly superior workflow. So far, what has been presented appears primarily optimized around Fortnite-scale persistent ecosystems, thousands of contributors, and Epic’s own platform strategy. Those may be valid goals for Epic, but they are not automatically the right goals for every Unreal developer.
The proposed AI integration does not reassure me either. It feels more like a band-aid for the additional complexity developers will inherit than a real substitute for a transparent and deterministic development workflow. When generated code or generated logic begins producing subtle runtime, replication, state, or performance issues—and it inevitably will—troubleshooting those problems may become considerably harder. Developers will still need the underlying expertise, except now they may also have to inspect unfamiliar generated code, fight inconsistent outputs, and spend significant amounts of tokens repeatedly attempting to correct the result.
AI can assist development, but it should not be treated as a replacement for an understandable, inspectable, and directly editable programming environment.
I am not opposed to new frameworks, Scene Graph, Verse, or better tooling. I am opposed to discarding a mature and highly productive workflow before its replacement has demonstrated that it is genuinely better for the broad Unreal development community.
From what has been shown, this feels like the easiest route for consolidating Unreal and UEFN—not necessarily the right route for the developers who helped make Unreal Engine successful outside Fortnite.
My $0.02:
We really need to voice our opinions, yes, but people threatening to give up on UE before even seeing what’s coming along is being very short sighted, and so is ignoring the power of BPs.
I’m kind of shrugging, for now. We can talk about new games just switching to some new paradigm, but updating all the existing broadcast, design, and scientific, and other software that has evolutions instead of complete rewrites is something else.
I’m not going to worry about for the next two years or so - if it looks like what they say will pan out, I only hope there is enough resources out there for us to switch easily to verse, and hopefully still a lot of visual tools for the artists.
Ahh… I’d add that sometimes things simply need big changes to advance. What that advancement is, I’m not sure just yet. But even Windows has had updates (3.11 to 95, etc.) which were big disrupters, but necessary to keep up with newer hardware without slowing development. People complained, made out like the sky would fall, but here we are.
So I am not sure I am understanding this right.
Blueprints will be deprecated and replaced with verse script? Is that the punchline?
How the backwards comp ability would be if people wrote systems with unreal 5.8+ and want to switch engine version? Would the C++ blueprint notations work or break the compilation? Will developers have to get rid of them and refactor to be able to compile? Do we have any information about it?
Also what about the many graphs in the engine, like plugin graphs, behavior trees, state trees, audio plugins, pcg, chaos will their graphs also converted?
Sounds like a crappy idea imo also what happened to
We make the engine.
You make it Unreal.
I didn’t hear dev complaints about blueprints. I do use hybrid and didn’t like the idea of getting rid of something entirely where it works nicely.
I work with anything, don’t really care too much but think introducing one more thing to learn where nobody asked for sounds like a business decision to me rather than a community decision.
More like:
but overall, yes.
robux happened, I assume, given how much epic is leaning into the robloxification of Fortnite.
I agree, and overall I think this will be extremely damaging to the engine.
They still haven’t learned the basic Lesson of “You can’t out-Amazon Amazon”, they seem to think they can Out-Roblox Roblox…and are willing to burn down the ecosystem they’ve built in order to try and get there.
No programmer in this thread has disrespected people using BPs. A few have pointed out the significant problems with BP, esp in a production environment. I am the only one that has actually said blueprints are garbage. Some people take that personally. I def don’t disrespect blueprint users. I use them all day every day.
The emotional reaction to this in not surprising… a lot of it has to do with Epic’s poor communication, unfortunately. The tech they are building is honestly amazing and gets rid of a ton of headaches for networking, concurrency, saving, backwards compatibility, etc, etc, etc that simply cannot be handled by blueprints currently.