UE6, C++ Gameplay and Third Party Library Integrations

@Tim_Sweeney

I am working on industrial 3D digital twins for factories since 2016 rather than gaming industry.

I am asking these questions below on behalf of whole AEC ecosystem. Because our workflows are more or less same.

We use both blueprints and C++. But %80 of our codes come from third party C & C++ libraries such as open62541 for OPC UA, OpenCascade OCCT 8.0 for runtime 3D CAD import, modbus, industrial physics engines, various database clients, external window creation systems and custom widget classes.

We exposed all of them to blueprints and write their logic with it.

Because even though game engines are incredible tools to create interactive engineering contents with high quality graphics, they are not enough on their own. So, we need these integrations.

We can do some modifications on our codes to replace blueprints with Verse but you said Verse + MCP + Python would replace C++ gameplay logic.

What will happen to our C++ third party library integrations ? How we can expose them ? Can we use C++ to write our mechanics ?

Personally using UE5.9.X source code version or moving to Godot looks more tempting right now. After this sentence, maybe you can say “you are free to use older versions or move to other engines” but this is not a threat. Our industry needs some answers and yours can ease our pain. You always talk about gaming and Fortnite but can we get a webinar for UE6 on AEC ?

I say all of these because we can’t be sure that just after we finish our product, you won’t change whole workflow with UE7.

From where did you get the information that C++ integration is being replaced? Is there an official link or video about this?

Look at the photo from yesterday’s tokio 2026 event. Of course single image can’t explain the whole story and Epic stuff can say “don’t cause speculations” but at June, they said there would be a transition stage but right now they say “C++ gameplay will be removed”.

We have 1 year before UE6 and it is not a long time. To create a strategy we need to understand the scope of required refactor. If we can continue to use C++ and C & C++ based third party libraries, we can welcome to UE6.

But if we lose everything, I prefer Godot or a fork of UE5.

I really don’t care about nanite, lumen, mass entity, GAS or any other game related technologies.

Actually what was said was that BLUEPRINT was going to be removed, followed a closer clearer statement that execution section of blueprint were being removed.

Fortnite cannot run without blueprint translation and C++.

16 gameplay libraries are being retired because they have security problem which cannot be fixed.

However the will be replaced by Scene Graph libraries on future .

Developers will have to learn Scene Graph, but that the nature of the Games Industry changing every few months or fortnight :smile:

Scene Graph and Verse will be the main things and UE6 will start up in UEFN mode or UE5.8 mode for C++ this is already in source code and runs today.

The Verse Virtual Machine (VM) will have Blueprint VM replaced in UEFN.

Thats in the source code now and you can build and run it.

Please note that these forums are for Developers to discuss Fortnite UEFN, UE5 plugins and UE5 blueprints.

Like it or not Fortnite pays for UE6 and UE5 development and for the tools that allow people to make other games.

If you want to put conjecture rumour and speculation please put it offline like Discord

I suspect that third-party C++ libraries are not affected by this, but it will definitely have an impact on their integration into a project. The Unreal editor itself uses dozens of third-party libraries and is still developed primarily in C++.

  1. I specifically put it here and I am not sorry for that. How can we get answers if we have serious questions or want to make a sound ? Using discord is meaningless. You need to learn why we have forums at first place.

  2. Learning scene graph and verse are not the problematic sections. I don’t even talk about blueprints. What will happen our 3rd party integrations ? If C++ will be used only core modules and we need to use source code builds to add new features or use some kind of FFI/JNI like methods, it will change everything. So, read what I say again carefully.

  3. I know Fortnite pays the bill. If they say “we don’t care about AEC”. UE6 is only for Fortnite and gaming, I am okay with that. What can I say ? I just need to know before its too late and we can move to other engines or not.