@UnrealEngine I don't code. I find coding extremely boring and I can't be bothered with syntax. But blueprints are insanely intuitive to me so I've been making my own indie game exclusively in blueprints thanks to it.
People like me came to Unreal BECAUSE of blueprints and the visual coding.
>We’ve already seen both experienced and new programmers create amazing things with Verse that would be challenging to do with Blueprints.
Ok, but did you ask the ARTISTS as well? Coding isn't done only by programmers.
SK히이닉스 채용 근황(feat. 인재전쟁)
1.
삼성전자에서 경력직으로 지원했던 사람들에게 지원 기간 남았으나 미리 탈락통보.
신입으로 지원하라고 돌려서 이야기하는 걸로 추정.(둘 중 하나밖에 지원 못함)
2.
최근에 삼성에서 메모리/LSI/파운드리 구분 없이 인력이 너무 많이 빠져나감.
특히 설계 인력 유출을 심각하게 보고 있는것 같음.
삼성 인사팀에서 하닉한테 경력직 그만 데려가라고 얘기했다고 함.
정부 통해서도 압박이 들어감.
하닉->삼성 경력직 채용 막힘.
단순 뇌피셜이 아닌 임원단에서 나온 얘기라 신빙성 있는듯.
3.
SK하이닉스는 이례적으로 설계 세자리수 공고를 냄.
난 설계 세자리수 채용을 본적이 없음.
신입 채용도 있겠지만 삼성 경력을 우회적으로 신입으로 받으려는 시도인 것 같음.
경력이 아닌 신입으로 받으면 문제 없는듯?
반도체 인재전쟁이 격해지고 있습니다.
for a long time i’ve been telling designers troubleshooting their blueprints to go look in the C++ for the nodes they’re using to see what it does and i’m so vindicated rn #unrealfest
Epic confirmed Blueprints will be deprecated in Unreal Engine 6.
UE6 adopts the Verse gameplay programming model and will eventually deprecate Actors and Blueprints entirely. "Conversion tools" are planned.
More details on #UE6: https://t.co/EqpxNLG5La
Nodes make some sense to visualize data flow. But they are a terrible way of creating, storing and editing it.
The value proposition has always been, "users don't want to learn your syntax". And that was totally fair. But now it's a liability.
I do not think visual scripting has a future. It filled a historical niche that is no longer relevant.
Node networks still make some sense in limited domains like animation or material graphs. But even these are on the chopping block.
With Epic announcing Blueprint deprecation in UE6 in exchange for a new scripting language, you're going to see a lot of fuss. Blueprints are easy for prototyping and lesson the learning curve, but they don't scale well.
This is what the blueprint for my character editor's assets look like.
Each click comes with a 10 second delay at this point. A scripting language would save me a couple more weeks of work right now.
Hey Everyone. Our aim is to ship Early Access for UE6 by the end of 2027 and Blueprints will be supported in Early Access and the initial UE6 releases, but deprecated in the future.
Deprecation will mean a feature continues to be available without improvements, then is eventually removed. This timeline will be clearly communicated along with ways to migrate projects to Verse.
We recognize the value that Blueprints brought to UE4 and 5, but we strongly believe that Verse will become a more powerful and capable way to create game logic. We’ve already seen both experienced and new programmers create amazing things with Verse that would be challenging to do with Blueprints.
More details and conversations from us around this to come as UE6 Early Access approaches.