THE SHORT VERSION
- Epic executive vice president of development Marcus Wassmer said the company is using AI to develop code and features for Unreal Engine, with almost all current development happening in the dev streams attached to Fortnite, UEFN and UE6.Epic 开发执行副总裁 Marcus Wassmer 表示,公司确实在使用 AI 为虚幻引擎开发代码与功能,当前几乎所有开发都发生在《堡垒之夜》、UEFN 与 UE6 对应的开发流中。
- He said Epic is "vibe-coding" and that engineers no longer write the bulk of the code, naming Claude Code and Codex among the tools, while saying the studio is not one-shotting the engine and still guards memory, performance and scalability.他说 Epic 正在“vibe coding”,工程师已不再编写大部分代码,并点名 Claude Code 与 Codex;同时强调并非“一键生成引擎”,仍守住内存、性能与可扩展性边界。
- Epic cites wins including the near elimination of non-deterministic cooking bugs, faster shader compression and a D3D12 rendering-layer rewrite finished in about a week; neither report independently verifies those productivity claims.Epic 给出的收益包括几乎消除非确定性烘焙 bug、加快着色器压缩,以及把 D3D12 渲染层重写从预估三到六周缩短到约一周;两家报道都没有独立核实这些效率说法。
What Epic confirmed, and who said itEpic 确认了什么,是谁说的
Epic Games executive vice president of development Marcus Wassmer told This Week In Video Games that the company is "definitely using AI to develop code and features for Unreal Engine", according to Eurogamer. He also said that "almost all development happening right now is being done in the dev streams attached to Fortnite, UEFN and UE6", which puts the next numbered engine and the Fortnite ecosystem in the same sentence.据Eurogamer报道,Epic Games 开发执行副总裁 Marcus Wassmer 对 This Week In Video Games 表示,公司“确实在使用 AI 为虚幻引擎开发代码与功能”。他还说,“当前几乎所有开发都在《堡垒之夜》、UEFN 与 UE6 对应的开发流中进行”,把下一代编号引擎与《堡垒之夜》生态放进了同一句话。
The quote that travelled is blunter. Asked whether Epic is vibe-coding Unreal Engine work, Wassmer said: "Yes, we are vibe-coding things. That means our engineers are no longer writing the bulk of the code, but they are still guiding the tools to get the architectural result we want." PC Gamer also points to Tim Sweeney's earlier post on X confirming the company now uses AI tools to develop Unreal Engine code. The two outlets agree on the confirmation and differ mainly in which quotes they lead with.被广泛引用的是更直白的那句。被问及 Epic 是否在对虚幻引擎相关工作开展 vibe coding 时,Wassmer 回答:“是的,我们在 vibe coding。这意味着我们的工程师不再编写大部分代码,但他们仍在引导工具,以得到我们想要的架构结果。”PC Gamer还提到 Tim Sweeney 此前在 X 上确认公司已在用 AI 工具开发虚幻引擎代码。两家媒体对这次确认本身一致,差别主要在于先引用哪句话。
The tools, and the specific wins Epic cites工具,以及 Epic 举出的具体收益
PC Gamer names two tools Wassmer cited: Claude Code and Codex. It also carries his examples of where the work shows up, which are narrower and more checkable than the headline: the near-complete elimination of non-deterministic cooking bugs the studio had fought for a decade, faster work on shader compression that reduces patch sizes, and a rewrite of a significant part of the D3D12 rendering layer.PC Gamer 列出 Wassmer 点名的两个工具:Claude Code 与 Codex。报道还带上了他关于收益的例子,这些例子比标题更窄、也更可核对:几乎完全消除了困扰工作室十年的非确定性烘焙 bug,加快着色器压缩从而缩小补丁体积,以及重写了 D3D12 渲染层的重要部分。
The D3D12 example is the most concrete. Wassmer estimated the rewrite would take a single engineer three to six weeks and said it was completed in about one week, with better CPU time and fewer bugs. Those are production claims from the company rather than measured results published for outside review, and neither outlet reports independent verification of the time saved or the bug counts.D3D12 的例子最具体。Wassmer 估计这次重写需要一名工程师三到六周,而实际约一周完成,CPU 时间更好、bug 更少。这些是公司的生产口径,而不是对外发布、可供复核的测量结果;两家媒体也都没有报道对节省时间或缺陷数量的独立验证。
The limits Epic puts on the claimEpic 给这个说法加的限制
Wassmer's statement includes its own caveats. He said Epic is "not one-shotting the engine" and that the team iterates with AI to ship features, keeping the engine inside the memory, performance and scalability envelopes developers rely on. Eurogamer also reports his claim that the tools help push updates faster with fewer bugs.Wassmer 的表述本身带有保留。他说 Epic 并没有“一键生成引擎”,团队是用 AI 迭代、交付开发者想要的功能,同时让引擎保持在内存、性能与可扩展性边界之内。Eurogamer 还报道了他“更快推出更新、bug 更少”的说法。
The company's broader argument is about approach rather than a single result. Wassmer said Epic is "more concerned about the risks of moving too slowly than we are about AI skepticism", and that a halfway approach is not viable, with the quality of the games and tools offered as the answer to doubt. That is a position statement; it does not establish that the code Epic ships is better, only that the studio believes the trade is worth it.公司更高层的论证关乎路线而非单项结果。Wassmer 说,相比对 AI 的怀疑,Epic“更担心走得太慢的风险”,并认为半途而废不可行,最终以游戏与工具的质量来回应质疑。这是立场表述,并不能证明 Epic 交付的代码更好,只能说明公司认为这笔交换值得。
The dispute around disclosure围绕披露的争议
The timing sits inside a public fight about disclosure. PC Gamer reports that Sweeney argued against Steam's requirement that developers disclose generative-AI use, calling the statements "just as partisan as mandatory political essays" and saying forcing developers to write a political statement that can be used against them is abhorrent. Eurogamer frames the same dispute and notes Epic is unlikely to soften after that exchange.时间点落在一场关于披露的公开争论里。PC Gamer 报道,Sweeney 反对 Steam 要求开发者披露生成式 AI 使用的规则,称这些声明“和强制政治表态一样党派化”,并称强迫开发者写一份可能被用来攻击他们的政治声明令人反感。Eurogamer 描述了同一场争论,并认为经过这次交锋后 Epic 不太可能软化。
There is more than one objection in the air. Eurogamer lists workers worried about job security, developers worried about plagiarism and communities worried about environmental impact, and notes the divisive reaction to Epic's push. None of those concerns is answered by a productivity claim; they are separate questions about labour, attribution and cost that the two reports raise without resolving. Neither report says whether Epic has changed how it documents generated code, which is the detail a developer would need to judge the practice.空气中的反对意见不止一种。Eurogamer 列出三类担忧:员工担心工作保障、开发者担心抄袭、社区担心环境影响,并指出外界对 Epic 这轮推进的反应是分裂的。这些担忧都不会被一份效率说法回答;它们是关于劳动、署名与成本的不同问题,两份报道提出却没有解决。两家媒体也都没有说明 Epic 是否改变了记录生成代码的方式,而这正是开发者判断该做法所需的细节。
This is not Epic's first announcement这不是 Epic 第一次这样宣布
The confirmation follows a run of smaller disclosures. Eurogamer recalls that Epic said it had vibe-coded the latest Epic Games Launcher to run faster than Steam, and that developers on a troubled Disney and Marvel shooter were reportedly told to let generative AI handle code and art. PC Gamer adds the AI game jam and a walked-back AI requirement, and notes a June Unreal Engine 6 post in which Wassmer described broad usage for code generation across backend, engine and game engineering teams.这次确认之前已有一连串较小的披露。Eurogamer 回忆,Epic 曾说新版 Epic Games 启动器是 vibe coding 出来的、目的是比 Steam 更快;还有报道称一款陷入困境的迪士尼与漫威射击游戏的开发者被告知让生成式 AI 处理代码与美术。PC Gamer 补充了 AI game jam 与随后撤回的 AI 要求,并提到 6 月一篇 UE6 博客中 Wassmer 曾描述在后端、引擎与游戏工程团队中广泛使用代码生成。
Read together, the reports describe a company that has been signalling this direction for months and is now stating it plainly. The site's other files on the surrounding policy fight, including Valve's response to AI cloning on Steam and Fortnitemares 2026, cover the storefront and live-game sides of the same period, while Deadlock's city update is a reminder that other studios are shipping on the same platforms without making the same disclosure.把两篇报道放在一起看,这是一家数月来持续释放方向信号、如今把话说白的公司。站内关于同一时期政策交锋的其他稿件——Valve 对 Steam 上 AI 克隆问题的回应与《Fortnitemares 2026》——覆盖了商店与在线游戏两侧;而《Deadlock》的城市更新则提醒,其他工作室也在同一批平台上发布,却没有做出同样的披露。
What would make the claim checkable什么能让这个说法变得可验证
The claims would become testable in three places: Unreal Engine 6's ship date and stability at release, the patch sizes Epic ships for Fortnite and UEFN, and whether the studio publishes any defect or performance data rather than time-saved anecdotes. None of that exists in these two reports, which rely on the company's own account of its workflow. A public postmortem or a defect trend would move the argument from anecdote to evidence.这些说法会在三个地方变得可检验:虚幻引擎 6 的发售时间与发布时的稳定性、《堡垒之夜》与 UEFN 的补丁体积,以及工作室是否公布缺陷率或性能数据,而不只是节省时间的轶事。这两份报道里都没有这些,它们依赖公司对自身工作流程的叙述。一份公开的复盘或缺陷趋势,才能把论证从轶事变成证据。
For developers, the practical question is different from the headline. If most code is generated, the review burden moves to the people guiding the tools, and the relevant signals become how Epic documents generated code, how it handles licensing and attribution, and whether its disclosure practices change. Neither outlet answers those; they establish what Epic said and what it did not show.对开发者来说,实际的问题与标题不同。如果大部分代码是生成的,审查负担就转移到引导工具的人身上,相关信号变成:Epic 如何记录生成代码、如何处理授权与署名,以及披露做法是否改变。两家媒体都没有回答这些;它们只确立了 Epic 说了什么、以及没有展示什么。
Sources & reporting limits来源与核查范围
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