It totally breaks any local variables. Expand the graph again and they’re still broken. Great.
It’s mainly meant for organization & cleanliness.
Note how they can have multiple of every type of pin or none at all. They can also hold entire events- multiple of them in fact.
Also, it works perfectly fine with local variables, but unreal has trouble collapsing them- you’ll need to manually repair it.
Chaos management.
I haven’t run into the local variable thing, but I don’t collapse nodes within functions. Unlike a function it’s just visual organization, so I wouldn’t think they would break… but if all else fails I suppose you’d pin the variable into the graph.
I was too harsh. Rokenrock is right, it does work with local variables (of the function it was collapsed in). Initially all the local variables in the collapsed graph come out broken, but you can go through each one and manually replace it (not through right clicking, that doesn’t work.) Interestingly once you do that, it not only works fine, but you can expand it again without any problems either. Of course expanding is less useful, I’d much rather it collapsed without a fuss, so I can collapse sections of code AFTER it becomes a mess. But I guess I can collapse a lot of stuff early and expand later if I need to. Better practice perhaps. I should thank the benevolent coders Epic for preventing me from doing things in an irresponsible order.
It is garbage. Just create methods . Optimally there should be none or almost no nodes in the Event Graph at all, even if you only work with blueprints for programming. Further the event graph does support async nodes (so also the delay) which functions do not. This should never really be a problem. Using functions is a lot more cleaner and opens up a new world of possibilities.