shouldn’t you limit the size that it can get rather than make it an infinite space?
Sounds like a bad idea to me and a strange thing to ask, to forcibly restrict the scripting area and thus the maximum amount of blocks you can manage in one actor. Especially for me after making such horrors as this “simple” battle system:
In Unreal Engine’s Blueprints language, there is an option to collapse a set of blocks into one, to preserve space and also group blocks — essentially a scenario inside a scenario. There’re also ways to declare reusable functions in a similar fashion in UE. I would like to implement something like that one day.



