[FEATURE REQUEST] Event Graph Zoom Out Further

You were being rude. I wasn’t. I was merely stating the obvious. I did read what you wrote and answered exactly how I wanted. Your reply stated that you knew how to use functions and macros, but that wasn’t in the original message. “Collapsed nodes” does not mean Collapsed Graphs (although I figured as much), Functions or Macros.

As for compartmentalizing, this has everything to do with efficiency and time. If you want to be faster, you should know where to look first/faster. If you have separate event graphs for different areas even better. So let’s say we have a Character Blueprint.

My typical setup would be this:

  • EventGraph (default)
  • InputGraph (for controls)
  • RPCGraph (for all multiplayer RPC calls)
  • "SpecificSystem"Graph

and a crapton of Functions. I’ve been in HUGE projects and have never ran into this issue.

Use the gameplay framework to your advantage also.
Use Actor Components
Use UObjects.

You are currently doing something terribly wrong. That’s not an opinion, but a matter of fact. I don’t know your experience level, but I’ve seen more than enough Blueprints over the years and there’s never been a use-case ever close for this need. You probably don’t need every bit of whatever you are doing in that one graph.

If you want, please hit me up on the forums via PM or Discord Chat: VictorBurgos#7534, I would love to see if I can help you out.