I think it really depends on your style of “coding” I tend to use a lot of flags, etc. So for me, when I have a node that I created say “IW: If Bool OR”, and it takes in the two bools, and does the OR or And (i.e. one node to execute for the fundamental different logic gates), etc. Then comes back on the true false execution, or others where I manipulate integers/floats based off a boolean, or another one where I set the
- Mobility,
- Parameters for materials (multiple parameters for multiple materials),
- create the Dynamic Instance Material,
- Apply the Dyn to a Mesh,
- Attach it to the owner.
I’ve eliminated many nodes, as well as a loop, to handle the setting of material parameters. others do things, such as you stated, that cannot be done in blueprints, or that I just find too bulky to do with the standard nodes. Such as doing work with time, etc. And believe it or not, getting rid of nodes really does speed up blueprints, I have yet to sit down and and do performance testing, but when you look at the call stack… yeah.
But to help others, we don’t have to tell them to open VS2015, only need to remember how I use to do it, before the new nodes came into play. But I must admit, and there is no doubt of this. When I see some of blueprint graphs posted on here. I’m like, geezus I’m glad I don’t have to do that anymore.