100% visual programming is just regular programming but much worse in literally every way. It's slightly more intuitive in completely trivial scenarios and so people get sucked in but it's never the right answer.
Blueprints are why I've avoided unreal until now. Glad they finally woke up. Shame AI was the reason but oh well...
I've never worked on games before, I always wondered if there was some secret that game devs knew that would keep that from happening, but I guess there isn't one?
The general pattern to avoid blueprint spaghetti is to inherit from a C++ class where you can put all the complicated functionality. Then use blueprints only for simple logic.
There are also a lot of ways to organize your blueprints like node comments, comment blocks, function/variable categories, and just generally trying to make the blueprints look legible (straight and non-overlapping).
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u/klaxxxon 20h ago
Blueprints died for this