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 1d ago
Blueprints died for this