What is the best large language model for studying Blueprints?

I’m currently using Unreal Engine 5 Expert of ChatGPT for learning Blueprints. Do you know any better alternatives?

Personally prefer the docs. LLM’s aren’t all that great yet. They lack a broader view of the project scope, so you end up shoehorning solutions over top of shoehorned solutions. To get anything near a proficient and performative solution you have to know the subject matter in-depth. At which point an LLM becomes moot for anything of real use.

Yes, ChatGPT (especially GPT-4) has been incredibly helpful for learning Unreal Engine Blueprints. not just about answering basic syntax, It can explain why certain nodes are connected the way they are, help troubleshoot logic flow & guide you in building small systems from scratch.

Has anyone tried combining a language model with visual flowchart tools to get a more intuitive explanation of Blueprints? Could be a game-changer for visual learners.

I agree. I was hoping this would have been on Epic’s to do list but surprisingly we are a few years into UE5 and blueprints still looks the same as it did 10 years ago. Instead they have been working on a language called Verse. Which would make sense if it was built to be paired with AI natural language to code functions. But it wasn’t. So no text to nodes AND not fundamentally built for use with AI AND a completely new syntax so AI doesn’t have code examples to quickly learn from. It sounds dead on arrival to me but who knows

VERSE is for Fortnite Creative in UEFN… aka Fortnite Modding

It does feel like Epic missed a real opportunity with Verse. instead of pushing the limits of Blueprint’s accessibility or making AI integration smoother, they have thrown us into an entirely new language that does not quite align with how developers especially visual learners want to build or learn.

It is wild because with how far natural language AI has come, you would think pairing that with Blueprint’s node system would have been a no-brainer. Imagine typing create a day-night cycle with fog fade & watching it lay out the nodes for you now that would be next-gen UX for developers.

if you could reimagine Blueprint with one AI-powered feature, what would it be?

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Yeah Unreal needs ai assisted workflow speed ups really bad. Its incredibly powerful but also incredibly dumb. I wish i could ask the engine something like “x projectile isnt colliding with player despite being from a class with which every other projectile bp is working. Scan why x bp is different, why no collision?”. Unreal then scanned for 10 seconds and spit out a hand full of places to zoom into.

I spend too much time doing manual searches for redundant little snags. AI should be handling that by now.

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I may be using the wrong thread for this discussion, but want to capture our thoughts on this from internal discussions. We don’t think Epic is sleeping on this, but it is highly likely they are not far enough along to share that with us yet. Verse and Blueprints are a immediate targets of course, but as we move towards UE6, and the potential to see Verse there, it feels a good time to also consider the larger ecosystem.

We might be willing to sponsor an external project to track the latest stable branch and focus on C++ so we don’t duplicate effort with whatever Epic has going? Those instances are expensive. We have a plan drafted to use Oumi (we love their open source mentality) rather than a full model, so that might get us down to a manageable instance, but at $1.20 an hour for the instance we specced out we would not want to keep it running 24/7. Perhaps we can run it against snapshots on some periodic basis? Once per quarter? Unless we find other groups that want to pitch in.

Cheers,

~ Chris

The Engine changes constantly. Each major there are deprecations and function name changes.

Fundamentally I find that those that need to rely on AI don’t know how games work. Nor is there a coding foundation.

The hand up is not understanding the domain your working with. What is collision? How does it work?
The Docs thoroughly explain this.

The answer to your AI question would be first is the projectile root component a “Collision Component”? Next, “Collision Settings”.