Quick answer: Collapse cohesive chunks into functions with clear inputs and outputs, use macros for reusable exec patterns, and keep the Event Graph as a thin dispatcher.
A giant tangled Event Graph is slow to read and edit. Collapsing logic into named functions restores structure and reuse. Here is how to refactor it.
How to fix it
1. Collapse to functions
Select a cohesive group of nodes and Collapse to Function. Give it a verb name and explicit inputs/outputs. Functions also get local variables and show up as reusable nodes.
2. Use macros for exec patterns
For patterns that need multiple exec pins or latent nodes (which functions cannot have), use a Macro instead. Keep one-off branching inline but extract repeated shapes.
3. Keep the Event Graph thin
Reduce the Event Graph to events that call into your functions. This makes the top-level flow readable and pushes detail into well-named, testable pieces.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.