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.
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.
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.