@CardinOvO Not a bad idea tbh. But hopefully all the old tech in the engine once replaced with the new one it will be made to work with the new framework (like the upcoming landscape tool) so it syncs correctly (little copium there, one can hope).
I still feel that live edit is slow. If a level has already been loaded, then I change nothing, what is it loading the second time for more than a minute?
Also, simple actions still desync live edit, like landscape edits, grouping actors, even changing some device settings at times, meaning I still have to wait when actually working on a map. Lot more work is needed for iteration @FNCreate
When live edit goes lower than 20 seconds, then it will start to feel fast. Right now you still go and go chores while waiting, because anything past 30 seconds of waiting will distract you completely.
What I wouldn't give to allow instigation in gameplay events in sequencers, and also their camera not to freeze when you alt+tab, so I can make easy cutscenes in UEFN.
@Naotsun_UE You can test Verse and Scene Graph in action by installing UEFN, then through Python editor scripting you can prob prototype something (?). UEFN is a little limited, but Verse and SG are in there, used in released projects
Everyone talks about MCP but its still faster if the engine itself was optimized not to require 10 clicks to do a task that could take 2-3. UEFN has a ton of friction still and delegating that to an AI feels like we are avoiding the real problem.
Some details you might have missed in the new OD screenshot. Kojima loves to hide little details like this.
• A stalker / villain can be seen in the doorway (looks like Hunter Schafer)
• Something is crawling around on the roof
• The doorway on the right is chained
• The light switch is actually a piece of paper with an eye on it
• Sophia Lillis can be seen on the TV screen
• Some sort of markings above the coat hangers, possibly letters?
• The 'paint' in the lower right looks suspiciously like blood
• There's some sort of object hanging off the lamp
It's definitely giving PT vibes so far. 😅
@AsicsoN_UEFN The problem with AI is that it lacks an overview of the process. Its like instead of visual scripting, you assign someone else to do it. So I d prefer that we get a visual scripting tool, and if people want to use AI with it, so be it.
Hey Phil, long time no see! I see what you mean. The language itself is incredibly well-made infrastructure-wise, and it's made to support multi-server sessions with four-digit player counts (in theory). A lot of really clever people have contributed to it. However, the "force" part adds friction to certain workflows, I agree. Imo with an intuitive design, I think it will pair well in game design in the future (with an interface). I am just worried they haven't committed to it because they are not artist-focused right now.
What annoys me the most is that they have a golden opportunity to create the best and most intuitive context-sensitive, macro-based visual scripting, yet they scrapped the plans for reasons they never communicated.
Seeing the reaction from the comments, I no longer feel the Imposter Syndrome when I raised this in UEFN feedback and got slammed by everyone for “being lazy” to learn Verse, for years. Expedition 33 was all created in BPs and is the most awarded game ever. We are putting the tools above the product here, the goal is the end experience and getting there faster means a lot to people that direct vision. Wait till the UE devs see the iteration times or the “always latest build” issues, they are in for a treat.
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.
What Ray said. That's why I made the binary argument. There is a way, but for artistry in general what matters is to reach the vision before it dilutes, be it time, friction or external factors. So in this case I can build something complex with verse, but I will hate the product if I have to deal with bumps along the road that are not game-related, and there are a lot of those for non-programmers (I did a test recently and compared it to Roblox, it was 5 times easier to design stuff with Lua than Verse, and I understood the code with Lua even though I dont code; regardless its an interface issue, the language can be as complex as it wants to be). I am not saying not have verse, just add a noob mode for people who think of it like part of the equation. Tools should be there to help, not take focus over the product.
Agreed, but why "good" though? Not every studio can design plugins for that kind of stuff (referring to the small design tools at the end, not the core), and they will always be fighting the engine with cross-feature support and updates.
A native interface for verse will allow both worlds to exist, like how BPs did.
@MaestroShark They should have included more artists/designers in their feedback loop, I bet they showed it to verse programmers who dont need it and they hated it
Complexity in gameplay doesnt mean something is good in the mainstream sense. I finished the game and it was great, mechanics and its balancing kept me albeit simple (not sure if JRPGs are considered simple btw). The point is a great game at the end, the avenue doesnt matter. Also why dont we code in binary, its more efficient than any programming language?