Verse versus Blueprint

i just started with the new tool “Unreal Editor for Fortnite” and the template example “Parkour”
But i don’t understand why the Verse script should be the default choice for the game mechanism (I don’t see any Blueprint files on that).
A blueprint visual is far more synthetic, easy-to-read and easy-to-understand than any scripting language : Blueprint should be today the default and main entrypoint for any game mechanism and interactions and scripting language should come only as a secondary tool for optimization or for specific contexts.

Are you trying to add useless complexity into a tool dedicated to content authors ?

Hi Imagineer,

As someone who has been using Blueprints for about a decade now. I hear you, and I feel your pain. :broken_heart:

Verse is still very new, so building a node based visual scripting system atop of something that is just beginning to form its foundation might be why we don’t see Blueprints in UEFN.

I also try and rationalize BPs absence by saying “Everything is so tangled up in the ‘Fortnite way of things’ (not genericized) that we’d only end up with a lot of FN-specific cruft.”

Hope that helps put things into context!

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Right but they must take into account the new trend and pipeline of their developers for better productivity and blueprint today should be the key factor as an entrypoint or for onboarding.

Totally agreed, and I raised the same question. The reply I got (which makes sense) is that an interface totally makes sense, but the basis or the fundamentals of the programming engine (Verse) must be developed first, or the interface work will go back and forth on decision choices causing a lot of extra unwanted work for them. But they do have plans for one, and once verse becomes stable and covers every part of gamedev in a substantial way, the interface will be next.

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For me as a programmer coming from Unity, Blueprints are a complete mess of unreadable spaghetti in more complex cases.

In the future I hope all BPs functionality will be available in Verse so I don’t have to use them at all.

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Tbh I dont want blueprints either, the lack of what comes first always messed with me. My ideal scenario would be a combination of programming and visual scripting, with the downwards flow, but code is condensed into macro blocks that are visualized with icons, so you can see more code faster and tidier. Might sound weird, but it worked wonders in Project Spark (look up brain editor)

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I heard that there might be some security concerns with blueprints and C++ where they could get the information about the user if they use blueprints or C++. I think this is the reason.

I never worked with Blueprint, but honestly, give me a random programming language from the market and chances are it will be better than Verse.

Verse is overly complicated on many levels and even if there are good thoughts behind the conceptual ideas (which I doubt), they are just not well suited for the task - we are here to design simple games in short period of time. Verse is opposite of that.

For example, Verse forces error mitigation on the code level. I’d choose my own exception handling framework over ugly unreadable code any time of day. Never had problems with error handling which is Verse trying to solve so hard.

And even then, Verse is so limited in what it can do regarding the game functionality that it is hard to believe.

To sum it up: Verse is overly complicated (to the extremes), unintuitive and unfinished even.

Wouldn’t be the first time I see a complete miss with the technology pushed on the users even for years, waiting for same influencers who pushed it to proclaim it a failure and only then we can move on.

Verse atm is a framework, a base, something that can be built into a language that supports a platform, in the future. We have to be patient because the house has just been built but it’s not painted yet. Give them time because they also need to move all development tools from UE to UEFN and some are hard-coded so it’s an ongoing process. I don’t agree with many things Verse shows, but I know I am looking at the back-end and not the interface (like BP), so what we should be doing is making feature requests for the future interface that will adopt Verse, and if Epic could make BPs almost 10 years ago, imagine what they can do now with all the new tech and experts on the field. I know some people who are on the team that is developing UEFN and Verse, and they are world-class experts in what they do, so I am excited when the initiative starts.

In the meantime, we have to be patient, or negativity will affect morale and we only want the best for this platform.

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BluePrints can become a tangled mess, but if you really know how to use them and collapse their functionality, they become just the opposite. That said, at this stage, I do find Verse with UE to be cumbersome. If I am not mistaken, it was supposed to be an open-source language for the MetaVerse and we can all see how the MV is working out.

Hey everyone; we hear your concerns on this, and while I can’t reveal specifics or dates at this point in time, we do understand that writing out Verse in a text editor isn’t for everyone.

(@Wertandrew , I have not forgotten the old mockup you did a while ago outlining what your vision for visual programming in Verse would look like.)

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We feel the pain here too! Visual scripting will come in the longer term (not 2023), aiming to bring together the best of UE5 Blueprints and Verse code in an environment where text-based code and visual code coexists very naturally.

We didn’t bring the existing Blueprints system into UEFN because it exposes huge swaths of Unreal Engine and Fortnite functionality which isn’t yet designed for long-term backwards compatibility. If we exposed that stuff as-is, then either it would frequently change in breaking ways (breaking islands relying on it) or we’d need to stop improving it, which would stop progress on a lot of stuff we’re doing in BR and other modes.

Our long-term solution is built around re-architecting the underlying systems so we can expose them to Verse and Blueprints in a long-term stable way. This is ongoing, with some major new systems coming out this year.

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Thank you for that, stability has been the top issue in Fortnite Creative’s history since early 2019 (when the issues started) and both the initiatives to create a new UEFN-based programming language, and (if it happens) having Creative run the infrastructure of the game, where all other modes feed off (instead of BR) will help all the modes be stable and co-exist naturally in a larger ecosystem.

Good moves and even though they are the hard and long road to the peak, it is the right thing to do long-term to ensure stability. It won’t be perfect (because it will still be a live version with updates that can break things if engine changes happen), but will definitely be more stable.

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they are only a mess if you make them a mess… even text code can be spaghetti like an unreadable… I been using Unreal since it first begain, I use mainly C++. but for events Triggers, and other things BP its perfect for… and if you organize your graphs properly, comment and such, they are easy to read… I use Substance Designer, and any other graph base tools, the same way, PCG, and other tools have sub graphs as well… So this helps and for shaders you have things like mat functions… Makign custom reusable nodes… So, this helps make graphs smaller and easy to read too. … So when people do not use them right, then sure you can make a real mess out of them… I see this commonly for Unity users on my Discord alot … Ones that are learning UE…

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