So there’s a term for Blueprint spaghetti when it comes to the visual scripting of Unreal Engine. It happens when you have so many overlapping nodes or lines it becomes a real mess. I watched a video training from Unreal about going in-depth with Blueprints, making sure to optimize with the priority being performance. I agree, a game at the end of the day should run smoothly, the rest comes after. The lecturer, Sjoerd De Jong (does a lot of great lectures), gave several pictures of spaghetti so I’ll share one below.
So far I have not made anything this complex or gargantuan. I expect that eventually once I have a better grasp of everything I may be more comfortable creating something incredibly complicated, only if needed. The lecture made a good point of being as simple or as complex as required. If something can be done quicker or shorter without sacrificing any function than it’s better to work on cutting it up. I took pictures of the blueprints I have on the main character. There is some spaghetti but I always make sure to keep things as organized as possible.
As you can see everything is commented as well, but I need to be more disciplined with being more descriptive for some of my logic. Sometimes I’ll find a section where I don’t remember why I was doing this specific action. I just trust my past self, perhaps a little too much. Anyway I spent some time cleaning up more of my blueprints, making sure there was no memory wasted, and I wasn’t doing anything unnecessary. I found some logic I could clean up and others that needed organizing. Besides that I adjusted the values of the colors and lighting in-game which I am sure I’ll be doing constantly because I can’t seem to decide what I want it to be yet.










