Verse versus Blueprint

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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