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With the statements made by Unreal about their diehard focus on verse scripting, metaverse, AI, and removing blueprints, I fear they may be having a Unity Runtime Fee moment: Causing so much uncertainty to their userbase, that the userbase reconsiders hitching their ride in the long term.

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It's not just the uncertainty about potential changes during your project's development, but whether you'll want to use it again after that. If you're going to invest the time to learn an engine it's nice if you can benefit from that on future projects. Will Blueprints still be around next time?

After many years of using Unity, I recently started learning Unreal, and I hoped this would open up new opportunities for me in the future. But now? It's hard to be enthusiastic about developing any real expertise in Unreal.

If you want people to base their business off your product. Your product MUST be stable. I moved to Godot from Unity (no regrets) after the licensing nonsense. It's also why I don't use LLM's and agents in my development process. They aren't stable / reliable / predictable.

Could be, but the big difference with Unity is that Epic is using its own engine for its games, while Unity Technologies isn’t creating games with Unity, making them more dependent to their editor user base. Curious to see how this will unfold

Although I don't think that initiative is the highest priority and likely doesn't bring them a ton of money. Compared to at Epic where Fortnite is their main income & product and everything else is secondary (including even UE).

So while Unity had to cancel its idea of runtime fee because of the backslash. I’m wondering how much Epic cares about its engine user base and if that could come to a point that they decide to keep Blueprints or not?

This is because games are made over very long timespans. When you decide on your engine, you are looking 4 or 5 years into the future. So you have to consider: In 4 or 5 years, will this engine suddenly pull into a completely different direction and sink my game's development?

The problem there isn't in the features themselves, though they are related, but in trust. Trust that nothing funky is going to happen suddenly. And removing blueprints is definitely some surprise funk.

Essentially: Another company decides that LLMs and the metaverse are the future, and you are only allowed to build content with that in mind. Maybe that will work out, or maybe it won't. Will you willingly attach your long term project to the risk of someone else's gamble?

A few thoughts here since, well, one reason I was possibly part of the mass layoffs 2 months is that I had been screaming "fuck LLMs and fuck the metaverse" for 1 year straight internally 😅 1) As you say games are often made over several years, so we will still see many of them ship on UE5