# UE6 AI Usability

**URL:** <https://forums.unrealengine.com/t/ue6-ai-usability/2841948>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine, CPP\
**Created:** [October 17, 2026, 4:38pm UTC](https://forums.unrealengine.com/t/ue6-ai-usability/2841948 "2026-10-17T16:38:40Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![blindminds](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/blindminds/32/1213160_2.png) [@blindminds](https://forums.unrealengine.com/u/blindminds)\
**Post date:** [October 17, 2026, 4:38pm UTC](https://forums.unrealengine.com/t/ue6-ai-usability/2841948/1 "2026-10-17T16:38:40Z")

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I would love to see everything be available directly in C++ - this would greatly improve AI assistance for things like creating substrate materials, HLSL shader code usage, PCG graphs, Sequencer and any other node graph editor

Having to manually edit graphs like NIAGARA, Substrate, PCG ect. manually drastically slows down production time when I can have AI code the C++ directly and I dont see why everyting done in a node graph could not be done in C++?

Am I wrong and I can create everyting needed for Niagara directly in C++?

Is this what Verse will fix?
