It's cool that you are adding new stuff to Verse, but how are we supposed to know about them if you don't even add them to the documentation? I couldn't find anything about the @editable_slider anywhere for example... This video seems to have the only documentation of it... Also what about the other @editable attributes? There seems to be nothing mentioned anywhere about them... Edit: I love Verse though, just wish it would be easier to access its potential
hey, great talk.. thanks for that... I have a question, if verse currently runs on blueprints VM, why cant we have any type of Play in editor on UEFN? having to go into server and begin match to see changes is extremely cumbersome... thanks in advance
please add a boss_device with locomotion, custom mesh/skin setting, physics mesh support ,and player targeting and dynamic level sequence triggering. seems like the npc device could be extended to do something like that if more internals were exposed. otherwise, we are stuck moving building props around and hacking devices together that weren't meant to be.
They repeated so many times that it wasn't going to be in UE until its stable, feature complete and production ready. Plus Verse really only makes sense for UEFN.
@@johncallof8839 honestly, doesn't even make sense for UEFN. Why they didn't just make UEFN use Blueprint I'll never understand. Especially if Verse runs through the Blueprint VM.
Why is a Global variable a map and why is that map weak? Also, in verse, can you just make an attribute for a variable which would would allow you to subscribe to a delegate every time you set the variable instead of having to create a setter function which would invoke the delegate function with the set value.
It looks like the reason globala are modeled as maps is so many different pieces of code can extend the same session or same player without colliding in namespace. Also, I assume the maps are weak so that they can replicate correctly. You can't really design as if you make all possible data in the world! Worst case, if they don't have the data when you ask for it, they will abort, read from network, and retry when that particular data comes in.
I just want to let you guys know that to dumb and uninformed people like me, MaxVerse in Haskell sounds like busy work that is standing in the way of me being able to poorly write scripts that fail and don't work even when they do work in the Unreal Engine release version of Verse. Imagine how bad it must sound to people who don't lack the desire to install Fortnite to play with a scripting language they aren't incompetent to use, but are eagerly awaiting the real Unreal Engine release of Verse. I feel for those guys, though I cannot relate to wanting to install Fortnite. There's only one thing that would make me want to install Fortnite, and I'm considering it a trade secret until I get paid directly by an Epic Games exec to release the idea.
All this stuff is wonderful, but good creative maps don't make discovery. Large creators make easy to make 1.0ish maps and use gimics to spam the favorite button. Making games that use these features isn't rewarded.
Indentation based grammar 😢. The transaction tech sounds cool though, will be interesting to check it out if this ever makes its way to EU5, couldn’t care less about Fortnite personally.
Well,why does the Epic choose to "Create" a new language rather than just using the C# script language.Because in my view,the new Verse language make me confuse and i have to take some times to learn this ! But with C# i can switch to it without any cost!
Месяц назад+2
It could be that it's not about you. Tough concept but you're not the main character, sorry.
This language is going to kill UE if it ever becomes mainstream. I will never understand why they ignored decades of language syntax development in favor of this frankenstein. This entire language disgustingly reeks of academics not giving a care about real world usage. How hard was it for them to just create a C# like language instead of this disgusting inconsistent mess? This language is awfully designed for users. They didn't care whatsoever about how unreadable it was, they just made a language easy for a compiler. It appears to be a vanity project no one had the foresight to say no to.
They already have c# and c++, you can use those languages if you want in UE. Verse in my opinion is more expressive and even elegant. Have you tried the language out in UEFN, it will give you a taste of "real world usage"?
@@bitcrusherNOOP You can't use C# in regular UE, what are you even talking about? Who gives a care about "expressive and elegance" when the language looks like trash through and through?
@@bitcrusherNOOP UEFN is the only "real world usage", and it's the only thing they care about. Defining it "more expressive and even elegant" is a bold claim, seeing @editable_slider(float): Categories:= array{Category} makes me regret the UPROPERTY macro 🤣🤣
The reason Verse is so weird is because Epic went back to first principles to create a language that can do things C# (and others) CANNOT, that are necessary to realize their mass online connected worlds programmed by anyone. They want a code that can be coded by thousands of programmers and running on million devices. It has to be transactional in its core. But this creates some bad trade offs for devs who just want something classic and easy for traditional games, especially single player ones. And let's not forget the elephant in the room - in a few years majority of code, especially scripts, will probably be written from prompts by AI, so most designers won't even care what's underneath, only how good AI handles it, which may be related more to popularity (amount of existing data) not so much capabilities of the language.
BPs are more abstract level than code. Verse is code.that is step back. It is much harder to make error in blueprint than in verse or any other code languages
Did you even listen? How would C# be compatible with pervasive transactions, logic programming, immutable objects, elimination of build/data/SQL like languages/etc? What epic is trying to do is far more advanced than your run of the mill mainstream language user can comprehend, apparently...
EPIC GAMES IPO is gonna be bigger than Hollywood, Google, Apple, Rockstar Games, Microsoft, and Sony. They collect very large royalties. Hollywood film, Music Entertainment,, Microsoft and Sony don't like UE royalties. 😂
@@ryoonio Just implementing C# would be enough. Not only would they get all Unity developers to switch to UE but development speed would also be faster then in C++ or Blueprints. I have no idea why they go for such terrible syntax, at that point id rather use Haskell.
It's cool that you are adding new stuff to Verse, but how are we supposed to know about them if you don't even add them to the documentation? I couldn't find anything about the @editable_slider anywhere for example... This video seems to have the only documentation of it... Also what about the other @editable attributes? There seems to be nothing mentioned anywhere about them...
Edit: I love Verse though, just wish it would be easier to access its potential
hey, great talk.. thanks for that... I have a question, if verse currently runs on blueprints VM, why cant we have any type of Play in editor on UEFN? having to go into server and begin match to see changes is extremely cumbersome... thanks in advance
That's one the 2nd biggest thing I dislike about Verse. The first is the inability to create animations for the player.
please add a boss_device with locomotion, custom mesh/skin setting, physics mesh support ,and player targeting and dynamic level sequence triggering. seems like the npc device could be extended to do something like that if more internals were exposed. otherwise, we are stuck moving building props around and hacking devices together that weren't meant to be.
you need a type of spellcheck that turns the the syntax into iconography and get rid of as much formating and alphanumeric symbols as possible
The Verse Update we NEED is it to be in the Actual Unreal Engine. Not just for UEFN
They repeated so many times that it wasn't going to be in UE until its stable, feature complete and production ready. Plus Verse really only makes sense for UEFN.
@@johncallof8839 No it doesn't, Verse is based off a scripting language they bought that used to be in the Unreal Market.
@@eddiej.l.christian6754 That's cool, has no impact on anything I just said though.
@@eddiej.l.christian6754 if you mean skookumscript, it has some of the characteristics but when maxverse comes out it will be more fleshed out.
@@johncallof8839 honestly, doesn't even make sense for UEFN. Why they didn't just make UEFN use Blueprint I'll never understand. Especially if Verse runs through the Blueprint VM.
Wow I just cannot read that syntax for the life of me...
yeah it hasnt been fun...
It feels like if python and C# had a baby
overengineered and doa
Why is a Global variable a map and why is that map weak? Also, in verse, can you just make an attribute for a variable which would would allow you to subscribe to a delegate every time you set the variable instead of having to create a setter function which would invoke the delegate function with the set value.
It looks like the reason globala are modeled as maps is so many different pieces of code can extend the same session or same player without colliding in namespace.
Also, I assume the maps are weak so that they can replicate correctly. You can't really design as if you make all possible data in the world! Worst case, if they don't have the data when you ask for it, they will abort, read from network, and retry when that particular data comes in.
Parametric Assets for the win! 😊
I will stick to C++ until I It comes
I just want to let you guys know that to dumb and uninformed people like me, MaxVerse in Haskell sounds like busy work that is standing in the way of me being able to poorly write scripts that fail and don't work even when they do work in the Unreal Engine release version of Verse.
Imagine how bad it must sound to people who don't lack the desire to install Fortnite to play with a scripting language they aren't incompetent to use, but are eagerly awaiting the real Unreal Engine release of Verse. I feel for those guys, though I cannot relate to wanting to install Fortnite.
There's only one thing that would make me want to install Fortnite, and I'm considering it a trade secret until I get paid directly by an Epic Games exec to release the idea.
All this stuff is wonderful, but good creative maps don't make discovery. Large creators make easy to make 1.0ish maps and use gimics to spam the favorite button. Making games that use these features isn't rewarded.
Indentation based grammar 😢. The transaction tech sounds cool though, will be interesting to check it out if this ever makes its way to EU5, couldn’t care less about Fortnite personally.
Everyone wants to invent their own language these days. Tim Sweeney, Jonathan Blow.. who's next, John Carmack?
great language, reminds me of PS3 which was weird but performant after learning its architecture
When Verse releases to UE then we really need Epic EOS bindings for Verse!!!!
Did you guys just make a Betamax joke?
experimental = inner party newspeak
marked as non-experimental = newspeak
deprecated = punishable oldspeak
Well,why does the Epic choose to "Create" a new language rather than just using the C# script language.Because in my view,the new Verse language make me confuse and i have to take some times to learn this ! But with C# i can switch to it without any cost!
It could be that it's not about you. Tough concept but you're not the main character, sorry.
I don't like the syntax. C'mon, it feels like a 100 years old Pascal language. Seriously - who uses var and := nowadays?
👍
👋👋👍❤
This language is going to kill UE if it ever becomes mainstream.
I will never understand why they ignored decades of language syntax development in favor of this frankenstein.
This entire language disgustingly reeks of academics not giving a care about real world usage.
How hard was it for them to just create a C# like language instead of this disgusting inconsistent mess?
This language is awfully designed for users. They didn't care whatsoever about how unreadable it was, they just made a language easy for a compiler.
It appears to be a vanity project no one had the foresight to say no to.
I hope they wrap it with nodes. Syntax is not a problem with nodes, so they still have a chance there.
They already have c# and c++, you can use those languages if you want in UE. Verse in my opinion is more expressive and even elegant. Have you tried the language out in UEFN, it will give you a taste of "real world usage"?
@@bitcrusherNOOP You can't use C# in regular UE, what are you even talking about?
Who gives a care about "expressive and elegance" when the language looks like trash through and through?
@@bitcrusherNOOP UEFN is the only "real world usage", and it's the only thing they care about. Defining it "more expressive and even elegant" is a bold claim, seeing @editable_slider(float): Categories:= array{Category} makes me regret the UPROPERTY macro 🤣🤣
The reason Verse is so weird is because Epic went back to first principles to create a language that can do things C# (and others) CANNOT, that are necessary to realize their mass online connected worlds programmed by anyone. They want a code that can be coded by thousands of programmers and running on million devices. It has to be transactional in its core. But this creates some bad trade offs for devs who just want something classic and easy for traditional games, especially single player ones. And let's not forget the elephant in the room - in a few years majority of code, especially scripts, will probably be written from prompts by AI, so most designers won't even care what's underneath, only how good AI handles it, which may be related more to popularity (amount of existing data) not so much capabilities of the language.
this 'language' was the worst decision ever
BPs are more abstract level than code. Verse is code.that is step back. It is much harder to make error in blueprint than in verse or any other code languages
Blueprints are more difficult to manage, and with slightly more complex logic, it's impossible to proceed
Absolute garbage. We've been asking for C# or something similar for a decade, and instead we get this unreadable crap that literally no one will use.
Learn a real language. sharp sucks for games
C# is crap language for this stuff
Did you even listen? How would C# be compatible with pervasive transactions, logic programming, immutable objects, elimination of build/data/SQL like languages/etc? What epic is trying to do is far more advanced than your run of the mill mainstream language user can comprehend, apparently...
now we are talking
EPIC GAMES IPO is gonna be bigger than Hollywood, Google, Apple, Rockstar Games, Microsoft, and Sony. They collect very large royalties. Hollywood film, Music Entertainment,, Microsoft and Sony don't like UE royalties.
😂
Syntax looks awful. I hope this dies on arrival and we get a C-like syntax for UE6 instead.
Like C++? 😂
@@ryoonio Just implementing C# would be enough. Not only would they get all Unity developers to switch to UE but development speed would also be faster then in C++ or Blueprints. I have no idea why they go for such terrible syntax, at that point id rather use Haskell.
bros are dumping unreal and not updating it for making forknifie editor and this garbage lmao
no one asked for verse.
Unreal Engine, You're fantastic! Let's be friends and have fun!
verified, 350K subs, 2 videos, and 3K views each? What happened there dude?
@@simulacrumgames Yeah, I'm curious too now.