Save Blueprints: Keep Visual Scripting in Unreal Engine 6

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Le problème

On June 17th 2026, Epic wrote:

"Our philosophy through this transition is to bring existing projects along, not to force a hard break. Studios shipping on UE5 today should expect a manageable, and clear path forward when UE6 is ready for them. To allow for this, Actors and Blueprints will be in early versions of UE6. Eventually, these will be deprecated when the new framework is sufficiently mature, and you’ll have conversion tools to move projects from one framework to the other."

The Goal

We call on Epic Games to reverse the decision to phase out Blueprints in Unreal Engine 6. Replacing Blueprints with the text-based Verse language ruins accessibility for non-programmers and destroys years of project compatibility.

Why This Matters

  • Kills Accessibility: Blueprints allows artists, designers, and solo devs to build games without traditional coding.
  • Destroys Fast Prototyping: Even AAA studios rely on Blueprints for fast gameplay iteration, live editing and debugging.
  • Kills the Marketplace: Deprecating Blueprints invalidates more than a decade of community tutorials, courses, and paid Marketplace assets.

Our Demand

We ask Epic Games to keep Blueprints as a permanently supported, first-class tool inside UE6. Do not lock game development behind text-based coding! 

Update (June 19th 2026)

A year after promising a visual scripting version of Verse, Epic confirmed at Unreal Fest 2026 that it would not be happening after all:

"No, no plans. We prototyped several different approaches to a “visual” Verse over the years, but none felt like they were the right approach. Instead we’re full-speed ahead on making the language as accessible as possible through good API design, tools, and documentation."

Verse is not getting a visual node-based interface.

 

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