{"id":546329,"date":"2026-06-21T06:49:17","date_gmt":"2026-06-21T06:49:17","guid":{"rendered":"https:\/\/www.europesays.com\/ie\/546329\/"},"modified":"2026-06-21T06:49:17","modified_gmt":"2026-06-21T06:49:17","slug":"10-things-cg-artists-need-to-know-about-unreal-engine-6","status":"publish","type":"post","link":"https:\/\/www.europesays.com\/ie\/546329\/","title":{"rendered":"10 things CG artists need to know about Unreal Engine 6"},"content":{"rendered":"<p>Epic Games held Unreal Fest 2026, its annual user conference, in Chicago this week.<\/p>\n<p>While the keynote covered a lot of ground, from the <a href=\"https:\/\/www.cgchannel.com\/2026\/06\/see-5-key-features-for-cg-artists-in-unreal-engine-5-8\/\" target=\"_blank\" rel=\"nofollow noopener\">release of Unreal Engine 5.8<\/a> to the latest <a href=\"https:\/\/www.unrealengine.com\/news\/state-of-unreal-2026-top-news-from-the-show\" target=\"_blank\" rel=\"nofollow noopener\">updates to Fortnite<\/a>, the centerpiece was undoubtedly Unreal Engine 6, the next major version of the game engine and industry-changing real-time content creation tool.<\/p>\n<p>Epic had teased the fact that UE6 was coming in a <a href=\"https:\/\/www.youtube.com\/watch?v=1t9IMJrEe-8\" target=\"_blank\" rel=\"nofollow noopener\">Rocket League trailer<\/a> last month, a glowing \u20186\u2019 popping up alongside the Unreal Engine logo at the end of video, but \u2013 beyond the fact that it was in development \u2013 that was all that we knew.<\/p>\n<p>Wednesday\u2019s keynote filled in some of the missing details.<\/p>\n<p>Compared to the <a href=\"https:\/\/www.cgchannel.com\/2020\/05\/watch-epic-games-amazing-new-unreal-engine-5-demo\/\" target=\"_blank\" rel=\"nofollow noopener\">reveal of Unreal Engine 5<\/a> in 2020, with its focus on eye-catching new features like Nanite and Lumen, and <a href=\"https:\/\/www.cgchannel.com\/2020\/05\/watch-epic-games-amazing-new-unreal-engine-5-demo-2\/\" target=\"_blank\" rel=\"nofollow noopener\">gorgeous accompanying demo<\/a>, it wasn\u2019t a showy affair: there were no live demos of UE6, and almost no mention of its graphic capabilities.<\/p>\n<p>Instead, the focus was on programming and distribution: the changes that Epic is making under the hood of the engine, and the business case for doing so.<\/p>\n<p>As Epic put it in its accompanying <a href=\"https:\/\/www.unrealengine.com\/news\/the-road-to-ue-6\" target=\"_blank\" rel=\"nofollow noopener\">blog post<\/a> on Unreal Engine 6: \u201cUE5 reinvented how we build worlds. UE6 is about evolving how we ship and operate them.\u201d<\/p>\n<p>But as so many parts of the industry now rely on Unreal Engine \u2013 not just games, but VFX, virtual production, architectural visualization and motion graphics, all of which now have dedicated toolsets added or developed throughout the <a href=\"https:\/\/www.cgchannel.com\/?s=unreal+engine+key+features&amp;x=0&amp;y=0\" target=\"_blank\" rel=\"nofollow noopener\">UE5 release cycle<\/a> \u2013 any change to the software affects the day-to-day work of <a href=\"https:\/\/x.com\/UnrealEngine\/status\/1841153705749389700\" target=\"_blank\" rel=\"nofollow\">close to a million<\/a> users worldwide.<\/p>\n<p>For that reason, we felt it was worthwhile going into the announcements in more detail, so below, you can find 10 things we think that CG artists should know about Unreal Engine 6.<\/p>\n<p class=\"full-width\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.europesays.com\/ie\/wp-content\/uploads\/2026\/06\/260619_10ThingsCGArtistsShouldKNowAboutUnrealEngine6_1Unified.jpg\" alt=\"\" width=\"960\" height=\"480\" class=\"aligncenter size-full wp-image-176664\"  \/><\/p>\n<p><strong>1. UE6 will unify the Unreal Editor and Unreal Editor for Fortnite<\/strong><br \/>There are currently two ways create content in Unreal: by using the classic Unreal Editor, for developing standalone games and offline content, or <a href=\"https:\/\/store.epicgames.com\/p\/fortnite--uefn\" target=\"_blank\" rel=\"nofollow noopener\">Unreal Editor for Fortnite<\/a>, for creating content for the multiplayer online game.<\/p>\n<p>Both versions have features the other doesn\u2019t \u2013 which, as Epic CEO Tim Sweeney put it in the keynote, is \u201ckind of awkward\u201d.<\/p>\n<p>UE6 will unify the two, making it possible to create a game \u201cyou can ship everywhere, including the console stores, PC stores, mobile stores and [into] the Fortnite ecosystem.\u201d<\/p>\n<p>From Epic\u2019s point of view, it probably doesn\u2019t hurt not to have to maintain two separate development streams, either, particularly with player numbers in Fortnite \u2013 still massively popular, but probably now past its peak \u2013 <a href=\"https:\/\/activeplayer.io\/fortnite\/\" target=\"_blank\" rel=\"nofollow noopener\">currently declining<\/a>.<\/p>\n<p class=\"full-width\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.europesays.com\/ie\/wp-content\/uploads\/2026\/06\/260619_10ThingsCGArtistsShouldKNowAboutUnrealEngine6_2Verse.jpg\" alt=\"\" width=\"960\" height=\"480\" class=\"aligncenter size-full wp-image-176665\"  \/><\/p>\n<p><strong>2. UE6 will be built on Verse, UEFN\u2019s programming language<\/strong><br \/>While being able to use a single version of Unreal to create games for any platform doesn\u2019t benefit artists outside the game industry, Epic\u2019s decision to unify the two editors does have consequences for them, as UE6 will be built on <a href=\"https:\/\/dev.epicgames.com\/documentation\/fortnite\/verse-language-get-started-in-unreal-editor-for-fortnite\" target=\"_blank\" rel=\"nofollow noopener\">Verse<\/a>, UEFN\u2019s programming language.<\/p>\n<p>A \u201cnext-generation language\u201d that \u201cdraws from functional, logic, and imperative languages\u201d, and which \u201cshould feel immediately familiar to anyone who has worked with \u2026 Python or C#\u201d, Verse has a number of advantages for creating large-scale persistent game worlds.<\/p>\n<p>For non-programmers, the technical details are quite gnarly \u2013 if you\u2019re interested, Epic EVP for Development Marcus Wassmer does a <a href=\"http:\/\/youtube.com\/watch?v=9ikOoOzAhPE&amp;t=6400s\" target=\"_blank\" rel=\"nofollow noopener\">deeper dive<\/a> in the keynote \u2013 but one interesting aspect of the change is that in UE6, multiplayer game code can be written as if it were running on a single machine.<\/p>\n<p>While scaling a game to run on multiple servers currently requires fundamental changes to game architecture, with UE6, \u201cwe intend to take the existing single-threaded-style Verse game code, then distribute it across multiple servers automatically\u201d.<\/p>\n<p class=\"full-width\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.europesays.com\/ie\/wp-content\/uploads\/2026\/06\/260619_10ThingsCGArtistsShouldKNowAboutUnrealEngine6_3VerseSceneGraph.jpg\" alt=\"\" width=\"960\" height=\"480\" class=\"aligncenter size-full wp-image-176666\"  \/><\/p>\n<p><strong>3. UE6 will include a new Verse Scene Graph<\/strong><br \/>For building environments, UE6 will also introduce the Verse <a href=\"https:\/\/dev.epicgames.com\/documentation\/fortnite\/scene-graph-in-unreal-editor-for-fortnite\" target=\"_blank\" rel=\"nofollow noopener\">Scene Graph<\/a>, a \u201cmodern game component framework with full support for prefab-style workflows and composition\u201d.<\/p>\n<p>Again, you can find a <a href=\"https:\/\/www.youtube.com\/watch?v=9ikOoOzAhPE&amp;t=6960s\" target=\"_blank\" rel=\"nofollow noopener\">deeper dive<\/a> in the keynote, as Kurtis Schmidt, Epic Games\u2019 Technical Director for Framework, explores how Verse fits into the wider UE6 architecture.<\/p>\n<p>\u201cEach material, mesh, and Niagara system you author becomes a derived type of Verse class, with a statically validatable API. This lets us use the Verse compiler to validate all data in a unified manner. For example, if you change a parameter in a particle system, you\u2019ll immediately know where in code needs to be updated to match.\u201d<\/p>\n<p class=\"full-width\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.europesays.com\/ie\/wp-content\/uploads\/2026\/06\/260619_10ThingsCGArtistsShouldKNowAboutUnrealEngine6_4NoBlueprintgs.jpg\" alt=\"\" width=\"2098\" height=\"1049\" class=\"aligncenter size-full wp-image-176667\"  \/><\/p>\n<p><strong>4. UE6 will deprecate Blueprints<\/strong><br \/>Working directly with code seems likely to become more important in Unreal Engine 6, since <a href=\"https:\/\/dev.epicgames.com\/documentation\/unreal-engine\/blueprints-visual-scripting-in-unreal-engine\" target=\"_blank\" rel=\"nofollow noopener\">Blueprints<\/a>, Unreal\u2019s visual scripting system, is being removed.<\/p>\n<p>While Blueprints and <a href=\"https:\/\/dev.epicgames.com\/documentation\/unreal-engine\/actors-in-unreal-engine\" target=\"_blank\" rel=\"nofollow noopener\">Actors<\/a> will be available in \u201cearly versions\u201d of UE6, they will be deprecated \u201cwhen the new framework is sufficiently mature\u201d.<\/p>\n<p>Although there will be conversion tools to move existing projects from one framework to the other, the loss of Blueprints has proven to be one of the most controversial parts of this week\u2019s announcements, as you can see from the comments on the <a href=\"https:\/\/forums.unrealengine.com\/t\/state-of-unreal-2026-top-news-from-the-show\/2729341\/10\" target=\"_blank\" rel=\"nofollow noopener\">Unreal Engine forum<\/a>.<\/p>\n<p>Users point out that Blueprints provide a way for artists and designers from non-technical backgrounds to create content that works in-game, without the need to involve a coder.<\/p>\n<p>While it\u2019s possible that UE6 will have a new visual scripting system, Blueprints provide a well-established workflow, with over a decade\u2019s worth of learning material available online.<\/p>\n<p>As one comment puts it: \u201cBlueprint is not just another feature. It is one of the core reasons I chose Unreal Engine in the first place. It allowed me to focus on building worlds [and] designing gameplay without having to spend years becoming a traditional programmer.\u201d<\/p>\n<p class=\"full-width\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.europesays.com\/ie\/wp-content\/uploads\/2026\/06\/260619_10ThingsCGArtistsShouldKNowAboutUnrealEngine6_5Portable.jpg\" alt=\"\" width=\"960\" height=\"480\" class=\"aligncenter size-full wp-image-176668\"  \/><\/p>\n<p><strong>5. UE6 will make it easier to port content between projects<\/strong><br \/>Workflow changes aside, one of the proposed benefits of the Verse Scene Graph \u2013 which is supplemented by higher-level frameworks for creating \u201ccommon game systems\u201d like characters and vehicles \u2013 is that content it creates will be easier to move between projects.<\/p>\n<p>As well as streamlining workflows within studios, Epic says that the change will extend the functionality of the stock content available on online marketplaces like <a href=\"https:\/\/www.fab.com\/\" target=\"_blank\" rel=\"nofollow noopener\">Fab<\/a>.<\/p>\n<p>\u201cImagine grabbing a car from Fab,\u201d said Kurtis Schmidt. \u201cInstead of simply getting a skeletal mesh and some animations like you might today, you get a fully working Verse module for a car that functions across all of your games.\u201d<\/p>\n<p class=\"full-width\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.europesays.com\/ie\/wp-content\/uploads\/2026\/06\/260619_10ThingsCGArtistsShouldKNowAboutUnrealEngine6_6AI.jpg\" alt=\"\" width=\"960\" height=\"480\" class=\"aligncenter size-full wp-image-176669\"  \/><\/p>\n<p><strong>6. Generative AI will play a big role in UE6 workflows<\/strong><br \/>Another important \u2013 and, for some artists, contentious \u2013 part of the keynote was a discussion of the role that generative AI will play in Unreal Engine 6 workflows.<\/p>\n<p>Predictably, Epic thinks that the games of the near future will still be created using game engines, rather than promptable world models like Google DeepMind\u2019s <a href=\"https:\/\/deepmind.google\/blog\/genie-3-a-new-frontier-for-world-models\/\" target=\"_blank\" rel=\"nofollow noopener\">Genie 3<\/a>.<\/p>\n<p>However, generative AI still plays a prominent role in Epic\u2019s plans, if not necessarily to create in-game content from scratch, then at least to refine it.<\/p>\n<p>According to Marcus Wassmer: \u201cAI-assisted game creation will tighten iteration loops\u201d speeding up \u201ctime-consuming manual [tasks like setting up] character rigs, particle systems, skinning bone weights [and] adjusting lighting\u201d.<\/p>\n<p>Unlike <a href=\"https:\/\/unity.com\/features\/ai\" target=\"_blank\" rel=\"nofollow noopener\">Unity<\/a>, there was no suggestion that Epic would operate its own AI services: instead, the focus was on integrating UE6 with an ecosystem of external AI models.<\/p>\n<p>Epic has already begun to build bridges to third-party AI tools, with the new <a href=\"https:\/\/dev.epicgames.com\/documentation\/unreal-engine\/unreal-mcp-in-unreal-editor\" target=\"_blank\" rel=\"nofollow noopener\">MCP server<\/a> in Unreal Engine 5.8 making it possible to use LLMs like Claude or Gemini to control Unreal Engine using natural-language commands.<\/p>\n<p>Epic also <a href=\"https:\/\/www.youtube.com\/watch?v=9ikOoOzAhPE&amp;t=3103s\" target=\"_blank\" rel=\"nofollow noopener\">showed off upcoming tools<\/a> \u2013 due early next year, so presumably before UE6 itself \u2013 for bringing diffusion models into Unreal Engine, making it possible to go beyond text prompts when creating offline content like style frames or architectural visualizations, and use information from a 3D scene, like depth data and normal maps, as inputs for AI.<\/p>\n<p>Unreal Engine 6 itself will build on both workflows.<\/p>\n<p>\u201cFor UE6, we see LLMs, generative AI models, and [AI coding tools like] Codex playing a central role in building your content faster,\u201d said Wassmer.<\/p>\n<p class=\"full-width\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.europesays.com\/ie\/wp-content\/uploads\/2026\/06\/260619_10ThingsCGArtistsShouldKNowAboutUnrealEngine6_7OpenSource.jpg\" alt=\"\" width=\"960\" height=\"480\" class=\"aligncenter size-full wp-image-176670\"  \/><\/p>\n<p><strong>7. Epic is open-sourcing key technologies used in UE6<\/strong><br \/>As part of its vision of making the content it creates more portable between platforms, Epic is also promoting the use of open standards within Unreal Engine 6.<\/p>\n<p>\u201cWhere existing standards such as glTF or USD are capable of fulfilling UE6\u2019s needs, we will make them first-class formats within the engine,\u201d said Marcus Wassmer. \u201cWhere a standard doesn\u2019t yet exist, we will open up Unreal\u2019s own systems as open specifications with Verse APIs [and] asset conventions that any engine, tool, or studio can implement against.\u201d<\/p>\n<p>Epic has already begun that process, announcing during the keynote that Lore, UEFN\u2019s version control system, is now <a href=\"https:\/\/github.com\/EpicGames\/lore\" target=\"_blank\" rel=\"nofollow noopener\">available on GitHub under a MIT license<\/a>.<\/p>\n<p>Previously known as <a href=\"https:\/\/dev.epicgames.com\/documentation\/fortnite\/lore-version-control-in-unreal-editor-for-fortnite?lang=en-US\" target=\"_blank\" rel=\"nofollow noopener\">Unreal Revision Control<\/a>, Lore is intended as a more game-dev-specific alternative to version control systems like Git, scaling from a \u201czero-config, single-server setup for small teams\u201d to \u201cmulti-region, multi-million-user deployments\u201d like UEFN itself.<\/p>\n<p>Epic has already begun moving to Lore as its own primary internal version control system, and plans to be using it fully by the time Unreal Engine 6 launches.<\/p>\n<p class=\"full-width\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.europesays.com\/ie\/wp-content\/uploads\/2026\/06\/260619_10ThingsCGArtistsShouldKNowAboutUnrealEngine6_8ReleaseDate.jpg\" alt=\"\" width=\"960\" height=\"480\" class=\"aligncenter size-full wp-image-176671\"  \/><\/p>\n<p><strong>8. UE6 will be in early access in 2027, with a stable release in 2029<\/strong><br \/>So when will that launch actually be? During the keynote, Epic said that it plans to release UE6 in early access at the end of 2027, with a stable release 12-18 months later.<\/p>\n<p>While those dates were caveated with an emphatic \u201cish\u201d, Epic has managed shorter timescales in the past: UE5 took under two years to go from reveal to stable release.<\/p>\n<p>Epic has already opened a <a href=\"https:\/\/github.com\/EpicGames\/UnrealEngine\/tree\/ue6-main\" target=\"_blank\" rel=\"nofollow noopener\">UE6 development stream<\/a> on GitHub: not as \u201cany kind of alpha\u201d, but \u201cto be transparent with where we\u2019re going\u201d, so users can see changes ahead of release.<\/p>\n<p class=\"full-width\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.europesays.com\/ie\/wp-content\/uploads\/2026\/06\/260619_10ThingsCGArtistsShouldKNowAboutUnrealEngine6_9CascadeRemoved.jpg\" alt=\"\" width=\"2098\" height=\"1049\" class=\"aligncenter size-full wp-image-176675\"  \/><\/p>\n<p><strong>9. UE6 will be compatibility-breaking<\/strong><br \/>As you would expect, Unreal Engine 6 is compatibility-breaking, with Epic \u201ctaking the opportunity to make big architectural changes \u2026 that we wouldn\u2019t in a normal point release.\u201d<\/p>\n<p>Users should \u201cexpect a similar upgrade path from UE5 to UE6 as we had for UE4 to UE5\u201d, with Epic providing at least some tools to convert existing projects to UE6.<\/p>\n<p>However, UE6 will include \u201call of the mainline UE5 tech\u201d \u2013 at least in the initial releases \u2013 with the exception of <a href=\"https:\/\/dev.epicgames.com\/documentation\/unreal-engine\/cascade-particle-systems?application_version=4.27\" target=\"_blank\" rel=\"nofollow noopener\">Cascade<\/a>.<\/p>\n<p>The legacy particle system was deprecated in UE5, and is now due to be removed entirely.<\/p>\n<p class=\"full-width\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.europesays.com\/ie\/wp-content\/uploads\/2026\/06\/260619_10ThingsCGArtistsShouldKNowAboutUnrealEngine6_10No59.jpg\" alt=\"\" width=\"2098\" height=\"1049\" class=\"aligncenter size-full wp-image-176676\"  \/><\/p>\n<p><strong>10. There won\u2019t be an Unreal Engine 5.9 \u2013 unless there is<\/strong><br \/>Finally, one of the more surprising announcements from the keynote is that Epic isn\u2019t currently planning another official UE5 release after Unreal Engine 5.8.<\/p>\n<p>That potentially leaves a three-year gap until the stable release of Unreal Engine 6.0.<\/p>\n<p>With a number of important UE5 systems \u2013 both developer features like incremental cooking, and artist features like Control Rig physics \u2013 still not <a href=\"https:\/\/portal.productboard.com\/epicgames\/1-unreal-engine-public-roadmap\/tabs\/129-unreal-engine-5-8\" target=\"_blank\" rel=\"nofollow noopener\">officially production-ready<\/a>,  and Unreal Engine 5.8 itself introducing major new experimental features like Mesh Terrain, that seems a long time to leave those toolsets in limbo.<\/p>\n<p>However, Epic also noted that it is \u201creserving the option to release a 5.9, if needed\u201d, so we wouldn\u2019t be entirely surprised if that changes.<\/p>\n<p><a href=\"https:\/\/www.unrealengine.com\/news\/the-road-to-ue-6\" target=\"_blank\" rel=\"nofollow noopener\">Read Epic Games\u2019 blog post on the road to Unreal Engine 6<\/a><\/p>\n<p>Have your say on this story by following CG Channel on <a href=\"https:\/\/www.facebook.com\/cgchannel\" target=\"_blank\" rel=\"nofollow noopener\">Facebook<\/a>, <a href=\"https:\/\/www.instagram.com\/thecgchannel\/\" target=\"_blank\" rel=\"nofollow noopener\">Instagram<\/a> and <a href=\"https:\/\/twitter.com\/theCGchannel\" target=\"_blank\" rel=\"nofollow noopener\">X (formerly Twitter)<\/a>. As well as being able to comment on stories, followers of our social media accounts can see videos we don\u2019t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects.<\/p>\n<p>\t\t\t<script async src=\"https:\/\/platform.twitter.com\/widgets.js\" charset=\"utf-8\"><\/script><script async src=\"\/\/www.instagram.com\/embed.js\"><\/script><\/p>\n","protected":false},"excerpt":{"rendered":"Epic Games held Unreal Fest 2026, its annual user conference, in Chicago this week. While the keynote covered&hellip;\n","protected":false},"author":2,"featured_media":546330,"comment_status":"","ping_status":"","sticky":false,"template":"","format":"standard","meta":{"footnotes":"","_share_on_mastodon":"0"},"categories":[74],"tags":[234228,291,53541,53551,5101,38518,234229,234230,234231,18,234232,158359,13167,5568,19,17,234233,234234,14338,234235,234236,158361,929,24888,194904,82,234237,234238,234239,9801,234240,234241,234242,48327,234243,234244,40316,23185,114462,101209],"class_list":["post-546329","post","type-post","status-publish","format-standard","has-post-thumbnail","category-technology","tag-2d-universal-render-pipeline","tag-ai","tag-architectural-visualization","tag-blueprint","tag-claude","tag-codex","tag-compatibilty-breaking","tag-deprecated-features","tag-diffusion-model","tag-eire","tag-game-art","tag-game-development","tag-gemini","tag-generative-ai","tag-ie","tag-ireland","tag-key-changes","tag-key-features","tag-llm","tag-lore","tag-mit-license","tag-motion-graphics","tag-open-source","tag-release-date","tag-roadmap","tag-technology","tag-uefn","tag-unreal-editor","tag-unreal-editor-for-fortnite","tag-unreal-engine","tag-unreal-engine-5-8","tag-unreal-engine-5-9","tag-unreal-engine-6","tag-verse","tag-verse-scene-graph","tag-version-control","tag-vfx","tag-virtual-production","tag-visual-effects","tag-visualization"],"share_on_mastodon":{"url":"","error":"Validation failed: Text character limit of 500 exceeded"},"_links":{"self":[{"href":"https:\/\/www.europesays.com\/ie\/wp-json\/wp\/v2\/posts\/546329","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.europesays.com\/ie\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.europesays.com\/ie\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.europesays.com\/ie\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.europesays.com\/ie\/wp-json\/wp\/v2\/comments?post=546329"}],"version-history":[{"count":0,"href":"https:\/\/www.europesays.com\/ie\/wp-json\/wp\/v2\/posts\/546329\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.europesays.com\/ie\/wp-json\/wp\/v2\/media\/546330"}],"wp:attachment":[{"href":"https:\/\/www.europesays.com\/ie\/wp-json\/wp\/v2\/media?parent=546329"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.europesays.com\/ie\/wp-json\/wp\/v2\/categories?post=546329"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.europesays.com\/ie\/wp-json\/wp\/v2\/tags?post=546329"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}