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'[It] is going to change a lot about how games are made': Epic merges Unreal Engine 5 with Unreal Engine for Fortnite to give game devs around the world Unreal Engine 6
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It's been six years since Epic first launched Unreal Engine 5, and at its State of Unreal event in Chicago today (head to 1h 40 mins in the above video) and in a separate blog post, we got our first look at what the next major release will offer to games, film, TV, and more industries. And it turns out that the biggest direction for the changes in the new engine came from Fortnite and UEFN.
If you're unfamiliar with the latter, it's basically a version of Unreal Engine 5 that's somewhat simplified and pared back to allow anyone to make levels or entire games for Fortnite. It's hugely popular and honestly very simple to use. I introduced my partner to it a few months ago, and despite having no experience in game development whatsoever, she created a fully functional Fortnite map and game mode within a day.
The sheer usability of UEFN is core to the changes in Unreal Engine 6, and when I talked to Epic at last year's State of Unreal event in Orlando, it explained that the separation between UE and UEFN would eventually go, with the two combined into a single package and offering the best of both worlds.
In the words of Tim Sweeney, it's "UE 5 plus UEFN equals UE 6, plus some more cool stuff on the way." The idea behind the merge is to allow developers to create something and then ship across every possible platform/store at the same time, including Fortnite itself. The unification also involves bringing APIs and code together across all of the various additions that Epic has for UE, such as MetaHumans.
That said, Fortnite isn't really going to be the showcase for Unreal Engine 6; that honour goes to Rocket League, and the very first glimpse of it all was dropped last month at the Paris Major event of the RL Championship Series.
Perhaps the most significant change in Unreal Engine 6 is the move to open standards for tools, code, APIs, etc. This isn't something that can be wholesale implemented overnight, and I suspect that not every element will be open in this manner, but the end goal is to give developers (games or otherwise) an easier path to getting content and code out to Epic's and external ecosystems.
Epic didn't say anything about specific features in the keynote, so no idea if there will be a major change to Lumen, for example, but it did say that UE6 is targeted for release at some point in 2027 ("2027-ish" was the exact phrase, though the blog post says "Early Access release at the end of 2027").
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It also said a few things about Verse, the scripting language used in UEFN, and how the gameplay programming model in UE6 will be shifted to that language (though C++ will still be there underneath it all). Directly related to that will be something called Scene Graph, which will replace the current gameplay framework used in UE5. That will be built entirely on Verse, and with it, Epic plans to "build a full distributed software transactional memory system" for huge, interactive live worlds.