Verse, the new unreal scripting language

It seems great at first, until you realize you are now running not 1 but 2 separate and pretty hefty GarbageCollectors. Just default UE’s one already source of many perf. issues.

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cho choo hype train - incoming news about Verse at December 12:

Finally official public available resources from presentation given at Dec 8 at Haskel eXchange + in depth doc about The Verse Calculus: a core calculus for functional logic programming The Verse Calculus: a core calculus for functional logic programming - Simon Peyton Jones

Other news:

  • Verse will firstly get released alongside UEFN (Unreal Editor for Fortnite) + tutorials about it will come in Jan 2023
  • Verse is being made in open fashion, interesants are welcome to give feedback and enter dialogue
  • needs atleast a year of additional work to be released publicly as open source (so UEFN will likely get some subset of functionality, my prediction a visual scripting maybe ?) but research and resources will be shared
  • technical discussion about Verse: Beyond Functional Programming: The Verse Programming Language [pdf] | Hacker News

Today at 2:00 PM ET livestream: Inside Unreal: Year in Review 2022 we will get additional informations about how UEFN will work and Verse along it :slight_smile:

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Yeah, to paint the whole picture: due to technical difficulties UEFN build did not work on live stream, so entire presentation section about it and Verse scripting was just skipped, nothing was showcased and there are no new informations about it beside:

  • UEFN was delayed from December 2022 to late January 2023 due to technical issues with it
  • it might be delayed even more - Tim, Epic Games CEO is unsure about January as release date
  • we might need to wait until New Year for any new news or even maybe this showcase to work again (Christmas break)

If they so desired, they could share screenshots or any info afterward. The event basically gave no new information, very disappointed to end the year this way.

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o/ Update:
Epic attends #GDC2023 at March 22, with one hour session dedicated to The Verse programming Language

Update:

  • Epic WILL live stream ALL sessions seen in agenda ! <3 (likely those will be uploaded to YT ofc)
  • full agenda of few sessions already available on GDC portal
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I really hope it will be done in “Two Weeks” :wink:

How you can sure that verse is good for your game ?
ignoring C++ and taking verse into consideration is a " worse " thing
Remember C++ gives you the maximal performance than verse.

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It is not choice beeetwen C++ and Verse. C++ stays there.
It is between Blueprints and Verse. Blueprints ten to be huge compared to what they do.
Maintaining text source code is easier, just because you see more.

Yes I was giving tantrums about “gimme verse nau!” and when we got it i did not bother to look at it much, but it is on top of my todo list.

Blueprints besides huge code (calculated in screen size) that does almost nothing, have another major problem (or it is unreals/oop problem). Which i was battling for last 3 months.

It is load order and when actors are loaded and initialized. In oop one actor/widget cannot know another actor/widget if that is loaded after first widget. And you kind of never know what is that order, or if you know you are not guaranteed it will be same on all platforms, in editor, deployed game standalone game etc. It is mess.

So if Verse solves it, it would make it superior to C++ and blueprints.

Those 3: C++, blueprints and verse are our tools, so use them where they are best for task/problem.

Edit some time later.

Why verse would be much better than blueprints (my recent troubles with C++ and blueprints):

Using enums in C++ that can be used in blueprints is almost pointless. Here is why: any change to such enum changes its type , and any structures that use that enum also change type. So adding single enum entry changes its type and all variables and structs (and function)

it changes all those nodes on blueprint side

Problem is you cannot refresh nodes, you need to delete them then manually create new ones with new proper type of enum. This creates huge mess in blueprints. In big project sometimes it is hours to change all those structs, enums and variables. And point of using enums is to make code more readable, and to speed up coding (you see enum name instead of searching documentation what int32 value is for green house). So this crap just defies reason for enums (it wastes more time than enum save up while coding).

With verse that code is text based, you can comment out line, copy it and start changing variables to new enum. And with text source it probably would be long done by epic to automatically fix/update all that. It is (epic side) not done well because blueprints are much more messy than text, and harder to implement such automatic fixing.

Ps.
Still waiting for verse in ue5 :wink:

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Is there any latest news? I no longer want to use blueprints. Will there be a trial plan in version 5.4?