I spent 2.5 years coding in Blueprints.
First year I was prototyping: my blueprints usually turned into giant chaos spider web.
Then we recruited a professional coder. I taught him blueprints and he taught me the proper code ways.
Now my blueprints are looking way more professional.
It’s not much about learning blueprints than learning good programming ways and applying them to Blueprints.
I don’t know specific tutorials for this, but I do know what is the main topic of improvement: how to properly code in an object oriented code environment.
Here are the main points to keep your Blueprints clean and sustainable:
- make getters function to retrieve variables
- make setters function to set variables
- develop and stick to a proper naming convention for everything (assets, functions, variables, events, dispatchers, components…)
- prefer functions over events
- function should do one thing and properly indicate what they do (‘VerbTarget’ and if they target self just ‘Verb’)
- have a clean class architecture to avoid duplicate code & improve modularity
- code factorization
- use object oriented programming tools to their best potentials (things like function overriding, super calls, property inheritance…)
- use correct object type to suit your needs (object, actor, actor component, structure, array, sets, tmap, interfaces, dispatchers, libraries…)
- plan in advance, make tech design, make links between your class, what they do, what they need, with which class they communicate
And probably lots of other things that I’m forgetting.
All-in-all, develop a proper programmer background. Learn the proper programming ways.
Whether it’s time-worthy or not depend on what you want to do. Are you panning to release a game on your own? You are likely to need a well-coded game if you want to sustain it. If not well, you can keep prototyping.