Why use multiple "Add Torque" instances?

Any particular reason why we would use individual instances for each input instead of just plugging in the Left right into “Torque x” and Forward/Backward into “Torque Y” (like the attached image)

Is it best practice for each event to have its own tree of blueprint values? I can imagine having 2 instances of “Add torque” allows you to tweak the output individually rather than as a whole (like in my image). Should I start using multiple instances, or is this something that you need to decide on per each case?

Coming from unity, having duplicate code/blueprints would be a bad practice down the line or referencing the same thing multiple times instead of caching it.

How should I think about this in Blueprints?

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Just offering my 2 cents. I think it mainly comes down to readability. Not that what you have here is a bad thing, and I tend to do it a lot myself. But having multiple nodes tied together like this can make it difficult to read your blueprints, particularly when things start getting more complicated.
I also find it creates a little more work when I want to condense blueprints into macros or functions. It’s much easier when the blueprints are not sharing nodes.

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Thanks for the reply @TastySnak . Haven’t thought about readability, you make a good point and yes, I see this now: having this type of setup would make it harder to "extract " nodes/functions if they are shared as you mentioned.

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