I am still experimenting with integrating Bolt into my workflow. I have started to pull graphs into a prototype I am working on, so forgive the crudeness of the screenshots. Here is the issue. I am trying to figure out the best way to combine behaviors for components of my game.
Normally, I would just use controller scripts on each component. This more or less works with Bolt (as indicated in my screenshot) but it means that the functionality of each method must be defined in C#. This is fine, but the logic in each method is simple enough that a Bolt graph could easily describe each method.
If I use a Bolt Macro, I can define each of the "methods" as a control input and use the input parameters as arguments. This kind of works, but is really clunky and error prone. It also does not really encapsulate the class/macro in any real way, since scene members are not hidden.