Why UEFN only caters to programmers lately?

With every new UEFN update, I feel Epic leans more and more into content for programmers, but not artists.

Seems they have forgotten the two major concepts of UGC: “built-it-yourself” and “it’s for everyone” and they just defaulted into making UEFN another UE now. This is not a gamedev engine!

Every UGC engine is meant to be great for quick prototyping, but UEFN is even slower than UE in some cases (especially iteration) and requires verse for more and more things each update, which anyone in a gamedev team except programmers can’t use. I don’t think it’s good to push away 60% of the roles in gamedev just to speed up feature releases. Feels lazy imo and it won’t incentivize quality development if everything feels half-baked and unpolished. It also causes large spikes of work within specific roles in teams, especially when those roles are already full of work due to the 2-week instability window that the ecosystem forces.

There are so many things that I see during development that I feel with a smarter toolset design they would be skipped entirely. Epic needs to do a pass on flow within development and remove obscure workflows and unnecessary actions for performing tasks, as well as have the most used actions be the easiest within a workflow.

Hopefully its cause were getting Verse Node Code soon :grin: doubt