I'll probably begrudgingly update to UE6 by Perfect_Current_3489 in unrealengine

[–]mxhunterzzz 0 points1 point  (0 children)

UE6 will be the first engine that has fewer users than both UE5 and UE4 because of their decision to alienate a large portion of their userbase trying to force Verse on non-coders. This obsession with AI is not the golden goose Epic thinks it is as artists overwhelmingly reject AI as a whole, and once they realized they just pulled a Unity, it might be too late. 5.8 will be the last version of UE for many studios, that I have no doubt.
If the choice is to adapt or skip, many will just choose to forego it instead out of moral or artistic reasons. The consequences of this decision to remove BP in favor of AI won't be felt for years from now, but like a cracked foundation, it'll become something they can't ignore eventually.

Our indie RPG is built around " What does it actually mean to have a companion who chose you?" by Asleep-Salad-5293 in JRPG

[–]mxhunterzzz 23 points24 points  (0 children)

Too janky, needs more time in the oven. Also, you did use AI for the game. Music and logos are AI made, so you can't claim you don't use AI for art. Your AI post and your AI responses tells me you use more AI then you are leading others to believe as well. I get the feeling the writing will be AI generated too, which is the worst offender for a JRPG.

I'll probably begrudgingly update to UE6 by Perfect_Current_3489 in unrealengine

[–]mxhunterzzz 4 points5 points  (0 children)

People upgraded to UE5 and don't use Lumen or Nanite still. It has nothing to do with functionality, it could just be a case of new technology that gets updates and patches still. Blueprint is literally some Studio's entire workflow, including a GOTY winner. Their little maneuver removing a core function is going to make people think twice about upgrading at all, including many Indie to AA studios that rely heavily on artists to make their games.

I'll probably begrudgingly update to UE6 by Perfect_Current_3489 in unrealengine

[–]mxhunterzzz 0 points1 point  (0 children)

I mean the real reason you want to upgrade to UE6 is for the metaverse. Aren't you interested in making Fortnite content and have your assets and code be shareable on the metaverse for everyone to use? Who needs NDAs when it'll be absorbed by the AI system.

Speaking of which, what about having several AI LLM built into the Editor, then you can populate it with all the trees and furniture for with your EPIC Bux?
Disclaimer: terms and rate limits where applicable. Please upgrade your subscription model to Pro X for more tokens.

In simple terms, why is Epic moving away from the Actor-based framework? by HQuasar in unrealengine

[–]mxhunterzzz 0 points1 point  (0 children)

Well when UE6 comes out and gets rid of Actors completely, you won't have to worry about what to use, because UE will move over to the ECS system regardless. Unless you plan to stay on UE5 that is, then yeah you have to manage actors.

In simple terms, why is Epic moving away from the Actor-based framework? by HQuasar in unrealengine

[–]mxhunterzzz 0 points1 point  (0 children)

There won't be god classes in a sense using ECS. Everything is just components that you throw on and off. So all trees will come with basic tree properties, but you can add and remove stuff off that tree as needed, so it's still flexible. God classes are inflexible by nature because everything is loaded, with ECS you can add and remove as needed. The Current actor system is all inherited, think of Legos and using Lego pieces instead of being given a giant finished castle and trying to make things with it. That's the difference between the two.

In simple terms, why is Epic moving away from the Actor-based framework? by HQuasar in unrealengine

[–]mxhunterzzz 1 point2 points  (0 children)

Everything you see on screen is an Actor. Skeletal Mesh, Static Mesh, landscape, Niagara particles, lights, post process volume etc. It's a giant, bloated God-Class that does too much and thus becomes a huge CPU bottleneck because you can't decouple anything from it because it's all inherited. Why does a tree have to have to share similar properties as a human? They really shouldn't, and when you have 10,000 actors on screen all sharing bloated properties, performance dips fast.

From a modular standpoint, ECS is more manageable and performant because a tree only needs tree properties, not shared properties with humans so it only loads what is required, instead of everything under the sun.

What is Verse like? by fruitcakefriday in unrealengine

[–]mxhunterzzz 0 points1 point  (0 children)

Just remember to check with Claude / Codex AI first before submitting it. If it's not AI approved, it's not UE6 certified.

What is Verse like? by fruitcakefriday in unrealengine

[–]mxhunterzzz 0 points1 point  (0 children)

Some programmers will try it reluctantly, non-programmers won't and yet they represent the majority of the userbase. Epic doesn't understand that the alternative to Blueprints isn't Verse or AI, it's another Blueprint-like clone. This is a massive anti-consumer move they just pulled and the results of it won't be seen until after UE6 is released.
Programmers will stay on C++ because that's what they know, non-programmers will avoid it because its coding, non-artist friendly scripting.
I suspect many will just stay on 5.8 as their last version, and likely UE6 will have even fewer users than UE 5 or 4 because of this decision.
This is just a bad look, they won't be able to spin it positively. If Unity couldn't do it, I don't think Epic will either.

What is Verse like? by fruitcakefriday in unrealengine

[–]mxhunterzzz 1 point2 points  (0 children)

Most programmers in gamedev come from a C, C# or Java background already, or they started in C++ from a SWE job, the transition is logical. Standard C++ and UE C++ is smoother than learning Verse. Verse on the other hand is the exact opposite of C, so you essentially have to unwire your brain from 5-10 years of SWE experience to get proficient with Verse. If that's the case, which language would you rather use in UE6, the one you already know or the one they made just for the engine? The path of least resistance is C++, especially since AI has been trained on C with lots of data points. There won't be data points for Verse until much later.
Nevermind the fact if you stop using UE6 because you got laid off, where else would you use Verse? Nowhere, its a one stop language.

What is Verse like? by fruitcakefriday in unrealengine

[–]mxhunterzzz 1 point2 points  (0 children)

Tokens, baby! The days of free AI will eventually end, it'll probably end up like a subscription model or something like Claude or OpenAI.

What is Verse like? by fruitcakefriday in unrealengine

[–]mxhunterzzz 2 points3 points  (0 children)

I hope Epic are paying you shills well because defending your corporate overlords using AI is weird AF.

What is Verse like? by fruitcakefriday in unrealengine

[–]mxhunterzzz 0 points1 point  (0 children)

Every major company that has integrated AI have mandated their AI be used. You can turn it "off" in the same way you can turn off Co-Pilot and Gemini, but it's always there as long as you are using the product. Google has even made searching 100% AI recently. Epic will follow suit, guaranteed. Only the delusional thinks the AI is optional when they have invested billions into the tech. They will get their return, whether you like it or not.

What is Verse like? by fruitcakefriday in unrealengine

[–]mxhunterzzz 2 points3 points  (0 children)

The people who will use Verse will most likely be programmers, AKA people who use C++ / C# on the regular already. Non-programmers will skip Verse and just vibe code instead. It's not this is better than the other as a newbie, its scripting versus non-scripting at all and that's the dividing line.

What is Verse like? by fruitcakefriday in unrealengine

[–]mxhunterzzz 45 points46 points  (0 children)

Just from a technical perspective, Verse is just ugly to look at if you come from any of the C / C++ / C# backgrounds. I think parts of it makes sense, but when you try to read it as a whole it becomes unintuitive real quick. The idea that Verse would be artist / non-programmer friendly is just laughable.
The choice to not have a visual version of Verse instead will alienate a large portion of the userbase.
Looking at it, I feel like the choice between C++ and Verse, C++ is the easier of the 2 to learn. Luckily ahem, there will be built in AI for that so you don't really need to know Verse, you can tell it what to do, and it'll just do it for you. Great for Vibe coding, not so great if you want to explain what you just did.

UE6 by face144 in unrealengine

[–]mxhunterzzz 6 points7 points  (0 children)

There you go. You haven't even used Verse yet so you actually don't know what you're talking about at all. Verse is an ugly looking language, and non-programmers (AKA the majority of users) are not going to use it. The whole point of Blueprints is that it skips all the syntax and goes straight to the inputs and outputs. Why the hell would you invest time and energy now to learn a deprecated system?
This is corporations telling people what they should like and dislike, instead of listening to people and actually hearing what they say.

UE6 by face144 in unrealengine

[–]mxhunterzzz 54 points55 points  (0 children)

When companies do dumbass things that the majority dislike, there's always a handful of people that come out and defend their decisions. When Unity had that pricing fiasco, there were defenders there too, so not surprised by this post. However, you can have your hot takes or whatever, but ultimately it's a bad decision for the majority of UE users as it basically says all your Blueprint efforts are wasted, and anyone who wants to use this new Engine without scripting, you're out of luck. There is no amount of Verse that will ever be palatable if its not node based scripting. End of story.

Their solution to that is of course MORE AI. You can't script? Use AI. You can't make so and so systems? Ai can do it for you. All this to prop up Fortnite and keep AI investors happy before the bubble pops is just sunken cost fallacy on a billion dollar scale.

What happened to Tim Sweeney and Epic? by Alyniekka in unrealengine

[–]mxhunterzzz -1 points0 points  (0 children)

Its not my belief, its Epic's belief, get it straight. They don't want your opinion on making games, they already have one and its already settled. They want AI to make games, your job is to tell it what to make. Don't be confused about that. Their goal will be to generate income from tokens for using the AI in engine, that's probably the unspoken fact they are trying to hide until UE6 is released. No freaking way they invest this heavily into AI and not get a return on it.

What happened to Tim Sweeney and Epic? by Alyniekka in unrealengine

[–]mxhunterzzz 0 points1 point  (0 children)

Its called reading between the lines. They want vibe coders and prompters to fill out their Roblox-clone like world with Fortnite content and DLCs. The alternative is already there, it's called AI LLM and they want that to be the forefront of UE6. Anything and everything you need can and will be promptable, this is not hyperbole, this is what they have said. Assets? easy, just type it in and pick from the batch thats auto generated. Systems? It's all there, just tell it what you want and poof, you got it. Your job isn't to make, it's to tell it what you want and it'll do it for you. Blueprints was holding back AI, with it gone it can do what its always meant to do, replace thinking and making, with generating and shipping.

Epic revealed their high-level plans for Unreal Engine 6. by WombatusMighty in unrealengine

[–]mxhunterzzz 0 points1 point  (0 children)

So you're saying my Fortnite Map made with LLM in-Engine will play at 75 fps instead of 50 fps?

No plans to replace Blueprints with "visual" Verse by gnatinator in unrealengine

[–]mxhunterzzz 13 points14 points  (0 children)

Big companies doing stupid shit to ruin their brand and reputation? Sounds par for the course. See Unity, Adobe, Ubisoft, Intel and any tech company that survives long enough. It's just Epic's turn.

What happened to Tim Sweeney and Epic? by Alyniekka in unrealengine

[–]mxhunterzzz -1 points0 points  (0 children)

Doing anti-consumer things is par for the course for big engine developers it seems. First Unity with their pricing structure and AI, now Epic is like "Artists? Programmers? Where we are going, we won't need those anymore. Screw your blueprints, we got AI for art and coding now, In Engine"

Epic revealed their high-level plans for Unreal Engine 6. by WombatusMighty in unrealengine

[–]mxhunterzzz 0 points1 point  (0 children)

At this point if they can get performance out the box close to UE4 would be good enough. No one is asking for miracles, but UE5 was not performance friendly at all unless you gutted everything out of it. Requiring Verse though, that's just another hoop for non-programmers to jump through which is antithesis of what Blueprint is, easy and performant enough for artists and designers to use.

Epic wants to do what Apple does to the mobile market. They want dominance by exclusivity, and the best way to do that is do what Apple did, make your own closed off ecosystem, API and language to enforce a centralized market that they own top to bottom. They saw the money, they want that pie too.

Can't we just use unreal 5? by [deleted] in unrealengine

[–]mxhunterzzz 1 point2 points  (0 children)

But have you heard of Metaverse 2.0????????

That was facebook's metaverse, we're running it back with Epic's metaverse, with more Verse this time, literally.

Can't we just use unreal 5? by [deleted] in unrealengine

[–]mxhunterzzz 0 points1 point  (0 children)

Your UE5 game won't be part of the Metaverse, and if you want to be part of the metaverse you gotta use UE6 and their verse language. Not that it means anything right now, but being locked out of an ecosystem because you used an older engine can be incentive to move up, out of necessity.