Objective opinion.
Don’t be lazy and read to the end, a lot will become clear. 
In business history, this has happened many times: when a market leader becomes so confident that it starts ignoring its users’ interests in favor of its own global ambitions (in this case, the Fortnite ecosystem and the metaverse), it always leaves behind a gigantic empty niche.
If the Blueprint and Actor systems are replaced by Verse and an ECS architecture, this will split the market in two.
Mass devaluation of millions of assets: Today, the vast majority of existing 3D assets, code modules, and templates are built on Blueprints and the traditional Actor system. If UE6 eliminates these, those assets will overnight turn into “garbage” unless their authors rewrite them entirely for Verse. Many authors simply won’t do that.
We can expect rising prices and developer demotivation. Creating high-quality assets compatible with the new system (Verse) will be difficult and expensive from scratch. This will drive prices up, while the number of buyers (indie developers who are currently panicking) will decrease. As a result, the ecosystem that Epic built with the Fab platform will take a serious hit.
Who will leave Unreal?
Epic Games made a huge mistake by assuming that developers would forgive them anything. People chose Unreal Engine for two main reasons:
C++ control (for large studios).
Blueprints (for indies, artists, designers, and rapid prototyping).
If you remove the middle layer (Blueprints) and force people to learn an entirely new, specific language (Verse) — which for now is optimized only for Epic’s internal ecosystem — you lose the most loyal and massive part of your audience. Hobbyists, technical artists, and indie developers will start looking for alternatives en masse.
Unity tried to implement DOTS (their version of ECS) while keeping the old Mono logic in parallel. They introduced the new UI Toolkit while leaving the old IMGUI. The result was a “Frankenstein engine” where nothing worked stably. Add to that poor monetization policies, and the company nearly collapsed.
Epic will realize this too late, and it will be a bitter lesson — but remember my words.
Forcing users to switch to a new system (Verse/ECS) when the old one (BP) works perfectly causes panic. Indie developers are the backbone of the engine — alienating them is fatal.
Full deprecation of Blueprints and the Actor System: This is the biggest question mark. Blueprints are not just “visual scripting” — they are a visual asset, a composition tool where models, textures, sounds, and logic come together. The complete disappearance of Blueprint Actors means Epic intends to move to a pure ECS (Entity Component System) model (which we already see in UEFN). However, migrating complex projects to pure ECS with “automatic tools” (Migration Tools) is practically impossible because it requires a completely different paradigm of thinking.
Who will benefit from the moment?
As we all know well, a vacuum is never left empty. Just as years ago when Autodesk changed its policies, it opened the door for Blender, which has since captured a huge share of the market.
If Epic Games carries out this radical migration rigidly and forcefully, several scenarios will play out on the market:
Godot is already very popular among indies. It is completely free (open source) and lightweight. If they further refine their graphics renderer (their version of “Lumen/Nanite”), a massive wave of indie developers will move there.
New players (e.g., Unigine or entirely new projects): There are engines on the market (such as Unigine) with extremely strong C++ foundations and graphics, but they previously lacked popularity. Unreal’s crisis will be their opportunity.
Return to custom engines: Medium and large studios with strong C++ teams will get tired of chasing someone else’s whims (first Unity’s Runtime Fee, now Epic’s architectural upheaval) and will begin developing their own internal engines or fully forking older versions (UE 5.x) and bringing them under their own control.
My personal advice for those on C++:
While Blueprint-dependent people are panicking because their only tool is disappearing, for us the core (Engine core) remains the same. If Unreal Engine 6 really goes in the wrong direction, our coding, technical tools, and algorithmic knowledge can be easily ported to any other platform or engine that emerges as a leader during this crisis.
And for those who spent years learning Blueprints, support their families with income from assets, and have huge projects built on Blueprints:
I advise them to either find an alternative or learn Verse — though the latter is much less likely.
Because the difference between a C++ programmer and a visual programmer is not so much about “talent,” but about the architecture of thinking, cognitive load, and how the human brain processes information.
People who dedicate their lives to Blueprints are often brilliant architects and game designers. Their brains are wired to see the big picture, the “fun” factor of a game, and systemic connections.
But their brains are structured this way: they process information primarily with the right (visual-spatial) hemisphere. C++ and Verse, on the other hand, demand maximum load on the left (analytical-symbolic, linear) hemisphere.
This is exactly why many people don’t fail at learning code because of a lack of talent, but because of a cognitive barrier. It’s the same as forcing a painter who has worked with oils for years to describe their paintings using chemical formulas and coordinate grids.
The brain simply says: “This is not my language” and refuses to work.
In visual programming, the brain mainly uses three-dimensional, spatial, and associative thinking.
When a person works in Blueprint, their brain perceives the code as a geographical map.
Low “cognitive load”: Blocks hide complexity. The brain doesn’t need to think about memory addresses, strict type compatibility, or where to put semicolons. A block is a “black box” labeled with a function (e.g., Destroy Actor), and the brain jumps straight to the result.
Visual recognition (Recognition vs. Recall): It is much easier for the human brain to recognize a familiar shape/color block on the screen than to recall syntax from a blank page and type it from scratch.
How the C++ (textual) coder’s brain works:
A C++ developer’s brain operates in a completely different mode — it is an abstract-symbolic and multi-layered model.
Code as textual abstraction: A C++ coder has no spatial cues. Code is a linear flow of text. The brain must itself construct a virtual architecture from that text in the mind.
When a C++ coder writes MyActor->Destroy(), their brain subconsciously processes several layers: “Is this pointer valid? Where is it in memory (Stack or Heap)? Who owns this object? Will this cause a memory leak?”
Strict formal logic: Textual code will not forgive even the smallest mistake. The brain constantly works in “compiler mode” — it follows a huge number of rules, syntactic conventions, and low-level principles.
When a person accustomed to blocks opens Visual Studio or the Verse editor, their brain experiences sensory deprivation. There are no longer colors on the screen, no lines (wires), no space. There is only a black screen and white text. The brain loses orientation, anxiety begins, and it refuses to accept the information because its familiar “spatial map” has disappeared.
You might think Verse is simpler than C++, but for a block-based thinker it is often an even bigger nightmare. Verse is based on functional and data-driven programming.
For example, in Blueprint there are direct events (this happened → do this). In Verse there are concepts like failure contexts, decidability, and immutability (variables you cannot change). This is pure mathematical thinking, which completely contradicts the intuitive, “hands-on playful” approach that Blueprints offered.
and finally I will say that
Your main capital is not the Blueprint nodes themselves, but your experience and knowledge of making games. The engine and language are only a pencil in your hand. If they take away your pencil and give you a brush, it will be difficult at first, but you will continue painting — because you already know how to paint.
Guys, this is just my objective opinion,
and doesn’t reflect anyone else’s opinion.
I’ve lived long enough in this world to know where to place my feet to avoid falling.
Thank you for reading to the end. 