I wanted to highlight a small but impactful quirk in blueprint behavior that can cause some frustration when working with constants and parameters.
The Problem
Currently, blueprint variables are merged by value, which means if two different constant combinators happen to share the same value, the game silently treats them as one. This can be confusing in practice, as if a user changes a variable through the UI, it might unexpectedly merge with another, removing one of the entries without any warning or visible trace. It makes it difficult to reason about or maintain more complex blueprints where identical values are intentionally used in different contexts.The Suggestion
It would be incredibly helpful if blueprint constants were treated as independent parameters, even when they share the same value. Internally, each constant field could be assigned a unique reference ID when stored. Parameters would refer to these references instead of the raw value itself. This way, users could reuse the same value multiple times while keeping the logical structure of their blueprint intact.I believe this would make the blueprint system feel more predictable and robust, especially for those creating advanced setups that rely on specific logic structuring.
Thanks for considering this, and for everything you do to make the game such a joy to tinker with!