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Epic Will Remove Blueprints and C++ Gameplay Framework in Unreal Engine 6
Epic will fully remove Blueprints, Actors and the C++ Gameplay Framework in UE6, Tim Sweeney confirmed at Unreal Fest Tokyo 2026, calling it a painful change.

Patch notes
Epic CEO Tim Sweeney announced at Unreal Fest Tokyo 2026 (November 3–4) that Blueprints, Actors and the C++ Gameplay Framework will be removed entirely in UE6.
Game logic migrates fully to Verse + Scene Graph; C++ remains only for core engine systems like rendering and physics.
UE6 Early Access is targeted for the end of 2027.
UE5 projects, including UE5.9 and future 5.x releases, remain supported for games in development.
Epic plans AI-powered conversion tools for Blueprints/C++-to-Verse migration, with the exact form still undecided.
Epic Games CEO Tim Sweeney told Unreal Fest Tokyo 2026 attendees that Unreal Engine 6 will completely remove Blueprints, Actors and the C++ Gameplay Framework — not merely deprecate them. The announcement came during the keynote on November 3–4, 2026, and it escalates a plan Epic first laid out at Unreal Fest Chicago and State of Unreal in June 2026, where the legacy tools were expected to survive in early UE6 versions before being phased out.
That grace period is gone. According to show attendee YuewuDev, who documented the keynote details in a widely shared thread, game logic in UE6 migrates fully to Verse and Scene Graph. C++ survives only inside the engine's core systems — rendering, physics and similar low-level layers — while the gameplay framework built on it disappears entirely.
What changes for studios?
Practically, the shift touches every team whose pipeline runs through Blueprints or C++ Actors today. Sweeney framed the rationale around three claimed benefits: higher development productivity, better content portability and interoperability across games and ecosystems, and stronger compatibility with AI-assisted development. Epic said it has already measured significant efficiency gains from internal Verse-based work, though the company did not publish comparative figures at the keynote.
Sweeney did not sugarcoat the transition. He called it a "painful change" and apologized to developers attached to Blueprints. He also noted Epic is eating its own cooking — Fortnite is being migrated to Verse without service interruption, which gives the company a live stress test of the new stack at massive scale.
For teams mid-production, the immediate answer is continuity. Projects in development on UE5 can stay on the UE5 branch, including UE5.9 and future 5.x releases. Epic also plans AI-powered conversion tools to help move code from Blueprints and C++ to Verse, but the exact form of those tools remains undecided — a significant open question for studios weighing when to start porting.
No visual scripting escape hatch
If Verse plus AI prompting doesn't appeal to you as a gameplay programming model, Unreal Engine 5.x is your long-term home. The Tokyo keynote and surrounding commentary confirmed there is no separate visual scripting future in UEFN or UE6 beyond what Verse offers. That's roughly two years of runway until UE6 Early Access arrives — currently targeted for the end of 2027 — for studios to reskill teams or lock in UE5-based plans.
Unreal Fest Tokyo 2026 itself runs more than 30 sessions spanning games (Sega and Ace Combat 8 among them), film, architecture, automotive, digital twins, UEFN, MetaHuman, and deep dives into Verse and Scene Graph — a schedule that doubles as a preview of where Epic expects developer attention to concentrate next.
Why Verse, and why now?
The removal decision reads as a bet on two fronts. First, interoperability: a single programming model across UEFN, Fortnite and standalone UE6 titles would let content and logic travel between ecosystems far more cleanly than today's mixed Blueprint/C++ reality. Second, AI-assisted development: Epic has repeatedly positioned Verse's structured, safer semantics as a better fit for code generation and AI pair-programming than visual graphs or legacy C++ framework code.
The risk lands on studios. Blueprint-heavy teams — a large share of Unreal's user base, particularly smaller teams — face a full retraining curve, and the promised AI conversion tooling has no shipped form yet. Engine-level C++ work continues, but gameplay programmers invested years in the Actor framework will need to rebuild that expertise in Verse.
One detail worth watching: Epic has said UE5.9 details arrive when its preview releases, and that timeline — along with the first look at the AI conversion tools — will signal how much breathing room UE5 teams actually get before the Verse-only era begins.
via x.com (Original)
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News editor covering technology and product news in video game industry at Game Dev Wire.
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